if you can't get calljs to work on cocoonjs (and probably direct canvas also), open plugin's runtime.js file and edit it around line 49:
change this:
this.nameOfExternalScript = this.properties[0];
this.returnValue= "";
var myScriptTag=document.createElement('script');
myScriptTag.setAttribute("type","text/javascript");
myScriptTag.setAttribute("src", this.nameOfExternalScript);
if (typeof myScriptTag != "undefined")
document.getElementsByTagName("head")[0].appendChild(myScriptTag);
to this:
if (typeof this.properties[0] != "undefined" && this.properties[0] != "") {
this.nameOfExternalScript = this.properties[0];
this.returnValue= "";
var myScriptTag=document.createElement('script');
myScriptTag.setAttribute("type","text/javascript");
myScriptTag.setAttribute("src", this.nameOfExternalScript);
if (typeof myScriptTag != "undefined")
document.getElementsByTagName("head")[0].appendChild(myScriptTag);
}
and it should work, but remember to clear the plugin's Scriptfile property (it must be empty for it to work with cocoonjs). this change should be done in original plugin also to prevent creating empty <script> tag.
hope I helped anyone :)