Ashley, I know you probably did, but you may not have if you were in a hurry, but did you see this part:
Remove the HTML entry point file.
Create a Canvas object manually from JavaScript. If needed, substitute document.getElementById function calls by document.createElement("canvas"); or new Canvas();
Put all your JavaScript in one file. Your whole JavaScript code should be in just one .js file.
Create a zip file with your JavaScript file and game assets. The current version of CocoonJS only loads local assets.
The following list shows all the HTML5 functionalities that the current version of CocoonJS supports. If you are using any other than these, you won't get the expected results but it doesn't mean your application won't work.
Canvas API:
drawImage
globalAlpha
save
restore
translate
rotate
scale
transform
setTransform
fillRect
clearRect
strokeRect
measureText
fillText
getImageData
putImageData
lineWidth
beginPath
moveTo
lineTo
closePath
stroke
antialiasing
using dynamic canvas as a drawing texture
Other APIs:
OpenlAL based multichannel Audio
Asynchronous Websockets
Unlimited LocalStorage
webkitRequestAnimationFrame, setInterval, setTimeout, alert
Supported Extensions:
Monetization
In App Purchases
Social networks integration
Analytics
Locking device orientation
Suspend and Activate callbacks
Automatic antialising and full screen scale
TextDialog
Next release:
All path segments: bezier curves, elliptical arcs.
Fill and gradients
Clipping
Blending modes
Camera Extension
You can check the source code of all the demos available in the CocoonJS Launcher. The demos show how to integrate a JavaScript HTML5 Canvas project inside CocoonJS and also how to use the CocoonJS extensions for many additional features like managing ads, social network integration with Facebook, text input and more.