title: Run scene generated in CocosStudio?
body: <p>I'm trying to figure out the cocos2d Javascript environment. I'm using Cocos Studio v2.1 beta to generate a scene. Right now the scene just has a label so I can know if it worked. I publish it to a Cocos Code IDE project created by Cocos Studio. After some searching, it seems you can load any CSB as a Node by using:</p>
  
  <pre><code>var imported = ccs.csLoader.createNode("res/MainScene.csb");
  </code></pre>
  
  <p><a href="http://www.cocos2d-x.org/reference/native-cpp/V3.0alpha0/d3/d82/classcocos2d_1_1_node.html" rel="nofollow">Node seems to be the root object for a lot of different things.</a> I'm looking for a way to take this Node and pass it a call to <code>cc.director.runScene(imported);</code></p>
  
  <p>I tried calling <code>getScene()</code> but that seemed like a stretch. <code>imported</code> shouldn't have a parent that's a Scene, it IS a scene. I have a main.js that looks like this:</p>
  
  <pre><code>cc.game.onStart = function(){
      cc.view.adjustViewPort(true);
      cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);
      cc.view.resizeWithBrowserSize(true);
      //load resources
      cc.LoaderScene.preload(g_resources, function () {
          var imported = ccs.csLoader.createNode("res/MainScene.csb");
          cc.director.runScene(imported);
      }, this);
  };
  cc.game.run();
  </code></pre>
  
  <p>When I run the game, it crashes as soon as I run it. Here's the console output:</p>
  
  <pre><code>Console: listening on  0.0.0.0 : 6050
  Console: listening on  0.0.0.0 : 6060
  Ready for GLSL
  Ready for OpenGL 2.0
  
  {
      gl.version: 2.1.0 - Build 8.15.10.2622
      gl.supports_NPOT: true
      cocos2d.x.version: cocos2d-x 3.3
      cocos2d.x.compiled_with_profiler: false
      cocos2d.x.build_type: DEBUG
      cocos2d.x.compiled_with_gl_state_cache: true
      gl.max_texture_size: 8192
      gl.vendor: Intel
      gl.renderer: Intel(R) HD Graphics
      gl.max_texture_units: 16
      gl.supports_ETC1: false
      gl.supports_S3TC: true
      gl.supports_ATITC: false
      gl.supports_PVRTC: false
      gl.supports_BGRA8888: false
      gl.supports_discard_framebuffer: false
      gl.supports_vertex_array_object: true
  }
  
  
  cocos2d: fullPathForFilename: No file found at script/jsb_debugger.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/DevToolsUtils.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/core/promise.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/transport.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/actors/root.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/actors/script.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/debugger/main.jsc. Possible missing file.
  cocos2d: fullPathForFilename: No file found at script/jsb_boot.jsc. Possible missing file.
  suffix = csb
  textureSize = 0
  classname = Node
  size = 1
  classname = Text
  callBackName  cannot be found
  size = 0
  child = 0882F950
  </code></pre>
  
  <p>The files listed as missing seem to be misnamed. Those files all exist except with .js extensions instead of .jsc.</p>
  
  <p>The project did run fine when main.js had <code>cc.director.runScene(new HelloWorldScene());</code> so it seems the project is mostly configured correctly.</p>
  
  <p>I must be loading the Scene incorrectly. What am I doing wrong?</p>