window.boot = function() { var s = window._CCSettings; if (window._CCSettings = void 0, !s.debug) { var e = s.uuids, r = s.rawAssets, a = s.assetTypes, c = s.rawAssets = {}; for (var o in r) { var t = r[o], i = c[o] = {}; for (var n in t) { var u = t[n], d = u[1]; "number" == typeof d && (u[1] = a[d]), i[e[n] || n] = u; } } for (var g = s.scenes, p = 0; p < g.length; ++p) { var v = g[p]; "number" == typeof v.uuid && (v.uuid = e[v.uuid]); } var b = s.packedAssets; for (var l in b) for (var f = b[l], w = 0; w < f.length; ++w) "number" == typeof f[w] && (f[w] = e[f[w]]); var A = s.subpackages; for (var m in A) { var y = A[m].uuids; if (y) for (var h = 0, k = y.length; h < k; h++) "number" == typeof y[h] && (y[h] = e[y[h]]); } } var M = s.jsList, S = s.debug ? "src/project.dev.js" : "src/project.js"; M ? (M = M.map(function(s) { return "src/" + s; })).push(S) : M = [ S ]; var j = cc.sys.platform === cc.sys.WECHAT_GAME_SUB, C = { id: "GameCanvas", scenes: s.scenes, debugMode: s.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR, showFPS: !j && s.debug, frameRate: 60, jsList: M, groupList: s.groupList, collisionMatrix: s.collisionMatrix }; cc.AssetLibrary.init({ libraryPath: "res/import", rawAssetsBase: "res/raw-", rawAssets: s.rawAssets, packedAssets: s.packedAssets, md5AssetsMap: s.md5AssetsMap, subpackages: s.subpackages }), cc.game.run(C, function() { cc.loader.downloader._subpackages = s.subpackages, cc.view.enableRetina(!0), cc.view.resizeWithBrowserSize(!0); var e = s.launchScene; cc.director.loadScene(e, null, function() { cc.loader.onProgress = null, console.log("Success to load scene: " + e); }); }); };