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cocos2dx 适配(居中显示)

发布时间:2020-12-14 19:05:53 所属栏目:百科 来源:网络整理
导读:如果做了一个游戏 并且AppDelegate中没有进行适配的 制作时窗口的大小设定为eglView-setFrameSize(1024,728); 然后想把该程序移植到其他窗口大小不为(1024,728)的设备上 做法如下 把层CCLayer 换成 CCSprite 设置该精灵的大小this-setContentSize(CCSize(102

如果做了一个游戏

并且AppDelegate中没有进行适配的

制作时窗口的大小设定为eglView->setFrameSize(1024,728);

然后想把该程序移植到其他窗口大小不为(1024,728)的设备上

做法如下

把层CCLayer 换成 CCSprite

设置该精灵的大小this->setContentSize(CCSize(1024,728));

默认的锚点是(0.5,0.5)

位置默认是(0,0)

这时画面就根据原点(0,0)布置


然后就是获取当前的界面大小,设置该精灵位置为界面的中间

this->setPosition(ccp(origin.x + visibleSize.width/2,origin.y + visibleSize.height / 2));


这样设置之后无论移植到什么窗口大小的平台上都是居中显示

当是这样无法让该素材适应所有屏幕,可能会太大,可能会太小. 如果不想用全适应的话,就应该用根据宽或根据高适应.

如果确定是根据宽还是根据高适应呢?

首先得到屏幕的长宽比currentAspectRatio和你现在开发游戏时原始长宽比originalAspectRatio。

if(currentAspectRatio>originalAspectRatio) 采用根据高度自适应

if(currentAspectRatio<originalAspectRatio) 采用根据宽度自适应

下面附上demo

#include "AppDelegate.h"
#include "HelloWorldScene.h"

USING_NS_CC;
CCSize frameSize(1200,300);
CCSize resolutionSize(1000,800);
AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() 
{
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

	pEGLView->setFrameSize(frameSize.width,frameSize.height);

    pDirector->setOpenGLView(pEGLView);
	
	float currentAspectRatio = pDirector->getWinSize().width/pDirector->getWinSize().height;
	float originalAspectRatio = resolutionSize.width/resolutionSize.height;

	if(currentAspectRatio>originalAspectRatio)//采用根据宽度自适应
	{
		pEGLView->setDesignResolutionSize(resolutionSize.width,resolutionSize.height,kResolutionFixedHeight );
	}
	if(currentAspectRatio<=originalAspectRatio)// 采用根据长度自适应
	{
		pEGLView->setDesignResolutionSize(resolutionSize.width,kResolutionFixedWidth );
	}

    // turn on display FPS
    pDirector->setDisplayStats(true);

    // 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;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    CCDirector::sharedDirector()->stopAnimation();

    // if you use SimpleAudioEngine,it must be pause
    // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    CCDirector::sharedDirector()->startAnimation();

    // if you use SimpleAudioEngine,it must resume here
    // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
USING_NS_CC;
#define Point(x,y) stransforPosition(CCPoint(x,y))

extern CCSize FrameSize;
extern CCSize resolutionSize;
class HelloWorld : public cocos2d::CCSprite
{
public:
    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
    virtual bool init();  

    // there's no 'id' in cpp,so we recommend returning the class instance pointer
    static cocos2d::CCScene* scene();
    
    // a selector callback
    void menuCloseCallback(CCObject* pSender);
    
    // implement the "static node()" method manually
    CREATE_FUNC(HelloWorld);

	float m_currentAndOrignalRatioX;
	float m_currentAndOrignalRatioY;

 	cocos2d::CCPoint stransforPosition(cocos2d::CCPoint& pos)
	{
		cocos2d::CCPoint _point = pos-resolutionSize/2;
		CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

		cocos2d::CCPoint _offset;
		switch (pEGLView->getResolutionPolicy())
		{
		case kResolutionFixedHeight:
			{
				_offset = CCPoint (_point.x/m_currentAndOrignalRatioY*m_currentAndOrignalRatioX,_point.y );
				break;
			}
		case kResolutionFixedWidth:
			{
				_offset =CCPoint (_point.x,_point.y/m_currentAndOrignalRatioX*m_currentAndOrignalRatioY ); 
				break;
			}
		default:
			break;
		}
		
		return (resolutionSize/2 +_offset );
		//return pos;
	}
// 	{
		//CCSprite::setPosition(CCPoint(pos.x*m_currentAndOrignalRatioX,pos.y*m_currentAndOrignalRatioY));
	//}
};

#endif // __HELLOWORLD_SCENE_H__

#include "HelloWorldScene.h"



CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    HelloWorld *layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCSprite::init() )
    {
        return false;
    }
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

	pEGLView->getFrameSize();
	CCSize _winSize = pEGLView->getFrameSize();

	m_currentAndOrignalRatioX = _winSize.width/resolutionSize.width;
	m_currentAndOrignalRatioY = _winSize.height/resolutionSize.height;

	this->setContentSize(resolutionSize);    
	this->setPosition(ccp(origin.x + visibleSize.width/2,origin.y + visibleSize.height / 2));
    /////////////////////////////
    // 2. add a menu item with "X" image,which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object

	// add "HelloWorld" splash screen"
	CCSprite* pSprite = CCSprite::create("HelloWorld.png");

	// position the sprite on the center of the screen

	pSprite->setPosition((Point(500,400)));

	// add the sprite as a child to this layer
	this->addChild(pSprite,0);


	for (int i = 0; i < 11; i++)
	{
		CCSprite* _sp = CCSprite::create("CloseNormal.png");
		_sp->setPosition((Point(i*100,800/2)));
		this->addChild(_sp);
	}

	for (int i = 0; i < 9; i++)
	{
		CCSprite* _sp = CCSprite::create("CloseNormal.png");
		_sp->setPosition((Point(1000/2,i*100)));
		this->addChild(_sp);
	}
    

    return true;
}


void HelloWorld::menuCloseCallback(CCObject* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
	CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
#else
    CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
#endif
}


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