text: /**
   * A brief explanation for "project.json":
   * Here is the content of project.json file, this is the global configuration for your game, you can modify it to customize some behavior.
   * The detail of each field is under it.
   {
      "project_type": "javascript",
      // "project_type" indicate the program language of your project, you can ignore this field
  
      "debugMode"     : 1,
      // "debugMode" possible values :
      //      0 - No message will be printed.
      //      1 - cc.error, cc.assert, cc.warn, cc.log will print in console.
      //      2 - cc.error, cc.assert, cc.warn will print in console.
      //      3 - cc.error, cc.assert will print in console.
      //      4 - cc.error, cc.assert, cc.warn, cc.log will print on canvas, available only on web.
      //      5 - cc.error, cc.assert, cc.warn will print on canvas, available only on web.
      //      6 - cc.error, cc.assert will print on canvas, available only on web.
  
      "showFPS"       : true,
      // Left bottom corner fps information will show when "showFPS" equals true, otherwise it will be hide.
  
      "frameRate"     : 60,
      // "frameRate" set the wanted frame rate for your game, but the real fps depends on your game implementation and the running environment.
  
      "id"            : "gameCanvas",
      // "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
  
      "renderMode"    : 0,
      // "renderMode" sets the renderer type, only useful on web :
      //      0 - Automatically chosen by engine
      //      1 - Forced to use canvas renderer
      //      2 - Forced to use WebGL renderer, but this will be ignored on mobile browsers
  
      "engineDir"     : "frameworks/cocos2d-html5/",
      // In debug mode, if you use the whole engine to develop your game, you should specify its relative path with "engineDir",
      // but if you are using a single engine file, you can ignore it.
  
      "modules"       : ["cocos2d"],
      // "modules" defines which modules you will need in your game, it's useful only on web,
      // using this can greatly reduce your game's resource size, and the cocos console tool can package your game with only the modules you set.
      // For details about modules definitions, you can refer to "../../frameworks/cocos2d-html5/modulesConfig.json".
  
      "jsList"        : [
      ]
      // "jsList" sets the list of js files in your game.
   }
   *
   */
  
  var jsCache = null;
  if (cc.sys.os == 'Windows' || cc.sys.os == 'OS X') {
  	if (cc.sys.browserType != null) {
  		if (location.host.indexOf('mbga') > 0) {
  			jsCache = '201512151';
  		} else {
  			jsCache = (new Date()).getTime();
  		}
  		if (location.host == '127.0.0.1:8000') {
  			//jsCache = null;
  		}
  	}
  }
  
  var appSearchPaths = cc.sys.localStorage.getItem("appSearchPaths");
  if (appSearchPaths) {
  	jsb.fileUtils.setSearchPaths(JSON.parse(appSearchPaths));
  }
  
  cc.game.onStart = function(){
  	if ((cc.sys.os != 'Windows' && cc.sys.os != 'OS X') || cc.sys.browserType == null) {
  	    cc.view.adjustViewPort(true);
  	    cc.view.setDesignResolutionSize(854, 480, cc.ResolutionPolicy.SHOW_ALL);
  	    cc.view.resizeWithBrowserSize(true);
  	}
      //load resources
      cc.loader.resPath = "res/publish";
      if (window.document != undefined && location.host.indexOf('mbga') != -1) {
      	cc.loader.resPath = Configure.baseUrl + cc.loader.resPath;
      }
      cc.director.runScene(new AssetsLoadScene());
  };
  cc.game.run();
  