前几天我用在windows下面写好的程序..忽然需求要移植成安卓和ios平台.于是遇到了各种麻烦..最棘手的一个就是分辨率的自适应,我工程的图片用的都是800x480的..
可是iphone上面的分辨率是480x320...这可头疼了..
于是我找了很多资料后.发现有一个很简单的方法.但是需要:
需要新版本的cocos2d-x 我是直接从2.0.1升级到2.0.3版本..(请用cocos2d-x2.0.3版本)
AppDelegate.cpp
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800, 480,kResolutionShowAll);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
return true;
}
上面的代码中..有下面一句是被注释掉的..老版本的cocos2d-x也有这句.但是新版本的多了一个参数.多的那个参数是什么意思呢?
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800, 480,kResolutionShowAll);
是一个枚举..注释说明了一切..大概意思就是.
选择kResolutionExactFit则会拉伸至充满整个屏幕
选择kResolutionShowAll则不会拉伸,但是会留上下等宽的黑边.
enum ResolutionPolicy
{
// The entire application is visible in the specified area without trying to preserve the original aspect ratio.
// Distortion can occur, and the application may appear stretched or compressed.
kResolutionExactFit,
// The entire application fills the specified area, without distortion but possibly with some cropping,
// while maintaining the original aspect ratio of the application.
kResolutionNoBorder,
// The entire application is visible in the specified area without distortion while maintaining the original
// aspect ratio of the application. Borders can appear on two sides of the application.
kResolutionShowAll,
kResolutionUnKnown,
};
有人一定会想,,那这样的话..那些判断矩形,触碰之类的会不会偏离?答案是不会.等比缩放包括所有的组件..所有大家放心的使用..