"http://127.0.0.1:8000/" Page just keeps loading

  • anudeepalliance
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    Problem Description

    Hi i ve followed all the steps in Cocos2d-JS lesson 5: setting up for Web course, when i run the "cocos run" command from the terminal the web page does open but its an infinite loading screen and the game doesn't actually start i ve double checked to see if i have followed all the steps properly but it just  doesnt seem to work page just keeps loading… please assist


  • Sonar Systems admin
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    What version of everything are you using and can you list our all the step you are taking please so we can get a better understanding to help you resolve this issue.

  • anudeepalliance
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    Hi i m using cocos2D v3.7 JS version, mac os x 10.10.4 yosemite, I have a screenshot of the pro blem is there a way i could upload it or send it to you to be clear, i am following the steps excatly as you mentioned in the lesson: here is the terminal commands copy :

    Last login: Fri Aug  7 17:15:20 on ttys001

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    iMac:~ Zeus$ cocos new FullGame1 -p Zeus.fullgame -l js -d /Users/Zeus/Web

    Running command: new

    > Copy template into /Users/Zeus/Web/FullGame1

    > Copying directory from cocos root directory...

    > Copying files from template directory...

    > Copying cocos2d-x files...

    > Rename project name from 'HelloJavascript' to 'FullGame1'

    > Replace the project name from 'HelloJavascript' to 'FullGame1'

    > Replace the project package name from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'

    > Replace the Mac bundle id from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'

    > Replace the iOS bundle id from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'

    iMac:~ Zeus$ cocos new WebOnly1 -p Zeus.webonly -l js -d /Users/Zeus/Web --no-native

    Running command: new

    > Copy template into /Users/Zeus/Web/WebOnly1

    > Copying directory from cocos root directory...

    iMac:~ Zeus$ cd /Users/Zeus/Web/WebOnly1

    iMac:WebOnly1 Zeus$ cocos run

    Running command: compile

    Building mode: debug

    Running command: deploy

    Deploying mode: debug

    Running command: run

    Starting application.

    Try start server on 127.0.0.1:8000

    Serving HTTP on 127.0.0.1, port 8000 ...

    127.0.0.1 - - [08/Aug/2015 10:45:43] "GET / HTTP/1.1" 200 -

    127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /res/loading.js HTTP/1.1" 200 -

    127.0.0.1 - - [08/Aug/2015 10:45:43] code 404, message File not found

    127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /frameworks/cocos2d-html5/CCBoot.js HTTP/1.1" 404 -

    127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /main.js HTTP/1.1" 200 -

    127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /res/favicon.ico HTTP/1.1" 200 -

    once this is done the web browser with the url 127.0.0.1.8000 opens up with a black infinite loading screen and my web only version of the project is just 364kb for some reason as opposed to 5mb in your lesson 

  • Sonar Systems admin
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    Try running your project in Cocos Code IDE and launching it via a browser from that and let us know how it goes.

  • anudeepalliance
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    Alrite, the Cocos Code IDE lessdons i havent yet watched i assume this has been shown in the upcoming lessons ? i have watched until lesson 5 only…..

  • Sonar Systems admin
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  • anudeepalliance
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    Alrite will do.. thank you….


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  • Sonar Systems admin
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    Your welcome :D


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  • anudeepalliance
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    Hi it works with Cocos IDE on a web browser, so i can continue with my lessons on the Cocos-2d-JS training with this IDE ?


  • Sonar Systems admin
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    Yes you can :D

  • anudeepalliance
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    Which one do you suggest ? i believe with the release of Cocos IDE future projects are more desired to work on the Cocos IDE itself rite…. since all platforms are supported if working on a MAC

  • Sonar Systems admin
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    Yh they are pushing Cocos Code IDE but the other IDE’s are better for platform specific integration such as Ad Networks.

  • anudeepalliance
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    Ok so you would suggest using xcode for IOS and android studio for Android development?


  • Sonar Systems admin
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    Xcode yes but for now Eclipse is still better for Cocos2d-x Android development

  • anudeepalliance
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    google has support for eclipse plugins right ? do u still suggest to go with eclipse for android development  and is support for android studio with Cocos-2d-JS scheduled for anytime soon ?


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  • Sonar Systems admin
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    Eclipse supports plugins.

     

    We still recommend Eclipse.

     

    Android studio supports Cocos2d-x now but Eclipse works better with external frameworks such as AdMob and Chartboost.

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