我使用的版本是cocos2d-2.0-x-2.0.4,cocos2dx-2.0版本对多分辨率适配提供了很好的支持,使用起来比1.0版本要简单些,1.0版本的适配可以参考这篇博文。 1. 做2.0版本的适配首先需要了解下面这些知识。 (1)适配策略 2.0版本提供了三种适配策略: kResolutionNoBorder:超出屏幕的部分会被裁剪,两侧没有黑边,铺满屏幕,按图片原始比例显示,图片不变形。 kResolutionShowAll:整个游戏界面是可见的,会按原始比例进行缩放,图片不变形,但两侧可能会留有黑边,不铺满屏幕。 kResolutionExactFit:整个游戏界面是可见的,图片可能会进行拉伸或者压缩处理,铺满屏幕,图片会变形。 可以根据自己的要求选择。 (2)VisibleSize和VisibleOrigin getVisibleSize:表示获得视口(可视区域)的大小,如果DesignResolutionSize跟屏幕尺寸一样大,则getVisibleSize等于getWinSize。 getVisibleOrigin:表示可视区域的起点坐标,这在处理相对位置的时候非常有用,确保节点在不同分辨率下的位置一致。 (3)DesignResolutionSize DesignResolutionSize是一个比较重要的概念,其实2.0版本的适配跟1.0版本原理差不多,都是按比例进行缩放。这个DesignResolutionSize表示设计方案,就是你的游戏完美支持的分辨率方案,一般根据图片资源的尺寸来定,自适配时会按照这个分辨率计算出缩放因子。因此,这个值也应该是动态的,如果是横屏游戏则高度肯定是铺满屏幕的,宽度也要尽可能的铺满屏幕,因此应该选择宽高比最大的作为设计分辨率,下面的demo会给出使用方法。 (4)设置相对位置 在游戏中使用相对位置设置坐标的好处是显而易见的,这样就不需要为每个分辨率都定义一套坐标了。首先得定义一些参考点,引擎的TestCpp例子中就提供了一种方法,以屏幕上可视区域的9个点作为参考点,相当于在该矩形内写一个米字,这9个点分别是:左上、左、左下、下、右下、右、右上、上、中心。
2. 下面来实现一个简单的demo,首先创建一个win32工程,这个就不详述了。 (1)创建一个AppMacros.h文件,定义了一些宏,源码如下:
- #ifndef__APPMACROS_H__
- #define__APPMACROS_H__
-
- #include"cocos2d.h"
- typedefstructtagResource
- {
- cocos2d::CCSizesize;
- chardirectory[100];
- }Resource;
-
- staticResourcesmallResource={cocos2d::CCSizeMake(480,320),"iphone"};
- staticResourcemediumResource={cocos2d::CCSizeMake(1024,768),"ipad"};
- staticResourcelargeResource={cocos2d::CCSizeMake(2048,1536),"ipadhd"};
-
-
- staticcocos2d::CCSizesmallDesignResolutionSize=cocos2d::CCSizeMake(480.0f,320.0f);
- staticcocos2d::CCSizemediumDesignResolutionSize=cocos2d::CCSizeMake(1024.0f,768.0f);
- staticcocos2d::CCSizelargeDesignResolutionSize=cocos2d::CCSizeMake(2048.0f,1536.0f);
- //缩放因子,主要给文字标签使用
- #defineSCALE_FACTOR(cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width/smallResource.size.width)
- #endif
(2)接下来修改AppDelegate.cpp文件的applicationDidFinishLaunching函数,添加以下代码:
copy
boolAppDelegate::applicationDidFinishLaunching()
- {
- //initializedirector
- CCDirector*pDirector=CCDirector::sharedDirector();
- CCEGLView*pEGLView=CCEGLView::sharedOpenGLView();
- pDirector->setOpenGLView(pEGLView);
- CCSizeframeSize=pEGLView->getFrameSize();
- floatratio=frameSize.width/frameSize.height;
- floatratio1=largeDesignResolutionSize.width/largeDesignResolutionSize.height;
- floatratio2=mediumDesignResolutionSize.width/mediumDesignResolutionSize.height;
- floatratio3=smallDesignResolutionSize.width/smallDesignResolutionSize.height;
- floatd1=abs(ratio-ratio1);
- floatd2=abs(ratio-ratio2);
- floatd3=abs(ratio-ratio3);
- std::map<float,CCSize>designSize;
- designSize[d1]=largeDesignResolutionSize;
- designSize[d2]=mediumDesignResolutionSize;
- designSize[d3]=smallDesignResolutionSize;
- //得到key最大的,因此我这里是横屏,所以以高度为基准,为了确保缩放后宽度能全屏,所以选取宽高比最大的为设计方案
- CCSizedesignResolutionSize=iter->second;
- //pEGLView->setDesignResolutionSize(designResolutionSize.width,designResolutionSize.height,kResolutionNoBorder);
- pEGLView->setDesignResolutionSize(designResolutionSize.width,kResolutionShowAll);
- if(frameSize.height>mediumResource.size.height)
- CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
- pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
- }
- elseif(frameSize.height>smallResource.size.height)
- CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
- pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
- }
- else
- CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
- pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
- pDirector->setDisplayStats(true);
- pDirector->setAnimationInterval(1.0/60);
- CCScene*pScene=HelloWorld::scene();
- pDirector->runWithScene(pScene);
- returntrue;
- }
(3)创建VisibleRect.h和VisibleRect.cpp文件,封装了获取那9个点坐标的函数,比较简单。代码如下:
VisibleRect.h
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#ifndef__VISIBLERECT_H__
- #define__VISIBLERECT_H__
- USING_NS_CC;
- class
VisibleRect
public:
staticCCRectgetVisibleRect();
staticCCPointleft();
staticCCPointright();
staticCCPointtop();
staticCCPointbottom();
staticCCPointcenter();
staticCCPointleftTop();
staticCCPointrightTop();
staticCCPointleftBottom();
staticCCPointrightBottom();
private:
staticvoidlazyInit();
staticCCRects_visibleRect;
};
#endif
VisibleRect.cpp
#include"VisibleRect.h"
- CCRectVisibleRect::s_visibleRect;
- voidVisibleRect::lazyInit()
- if(s_visibleRect.size.width==0.0f&&s_visibleRect.size.height==0.0f)
- s_visibleRect.origin=pEGLView->getVisibleOrigin();
- s_visibleRect.size=pEGLView->getVisibleSize();
- CCRectVisibleRect::getVisibleRect()
- lazyInit();
- returnCCRectMake(s_visibleRect.origin.x,s_visibleRect.origin.y,s_visibleRect.size.width,s_visibleRect.size.height);
- CCPointVisibleRect::left()
- returnccp(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height/2);
- CCPointVisibleRect::right()
- returnccp(s_visibleRect.origin.x+s_visibleRect.size.width,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> CCPointVisibleRect::top()
- returnccp(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height);
- CCPointVisibleRect::bottom()
- CCPointVisibleRect::center()
- CCPointVisibleRect::leftTop()
- CCPointVisibleRect::rightTop()
- CCPointVisibleRect::leftBottom()
- returns_visibleRect.origin;
- CCPointVisibleRect::rightBottom()
- }
(4)修改HelloWorldScene.cpp的init函数,使用相对位置设置坐标。
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bool HelloWorld::init()
if(!CCLayer::init())
false;
CCMenuItemImage*pCloseItem=CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccpAdd(VisibleRect::rightBottom(),
ccp(-pCloseItem->getContentSize().width/2,pCloseItem->getContentSize().height/2)));
CCMenu*pMenu=CCMenu::create(pCloseItem,NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu,1);
CCLabelTTF*pLabel=CCLabelTTF::create("HelloWorld","Arial",SCALE_FACTOR*24);
pLabel->setPosition(ccpAdd(VisibleRect::top(),248); line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> ccp(0,-pLabel->getContentSize().height)));
this->addChild(pLabel,1);
CCSprite*pSprite=CCSprite::create("HelloWorld.png");
pSprite->setPosition(VisibleRect::center());
this->addChild(pSprite,0);
CCSprite*pLogoSprite=CCSprite::create("icon.png");
pLogoSprite->setAnchorPoint(ccp(0,0.5));
pLogoSprite->setPosition(ccpAdd(VisibleRect::left(),ccp(50,0)));
this->addChild(pLogoSprite,0);
(5)创建窗口,main.cpp的主要内容:
copy
AppDelegateapp;
CCEGLView*eglView=CCEGLView::sharedOpenGLView();
//eglView->setFrameSize(2048,1536);
//eglView->setFrameSize(480,320);
//eglView->setFrameSize(800,480);
//eglView->setFrameSize(1024,768);
//eglView->setFrameSize(1280,800);
eglView->setFrameSize(1280,768);
//eglView->setFrameSize(960,640);
eglView->setFrameZoomFactor(0.5f);
intret=CCApplication::sharedApplication()->run();
OK,到此为止,代码部分已经完成了,下面看看在各种分辨率和不同策略下的效果图:
1. kResolutionShowAll策略
:
(1)
2048×1536
(2)1024×768
(3)480×320
2. kResolutionExactFit策略
1280×768分辨率
3. kResolutionNoBorder策略 1280×768分辨率
demo源码:http://download.csdn.net/detail/zhoujianghai/4847206
本文链接:http://codingnow.cn/cocos2d-x/975.html (编辑:李大同)
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