cocos2dx—-屏幕自适应
发布时间:2020-12-14 19:42:59 所属栏目:百科 来源:网络整理
导读:cocos2d-x 屏幕自适应 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
|
cocos2d-x 屏幕自适应 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。 #ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
typedef struct tagResource
{
cocos2d::CCSize size;
char directory[100];
}Resource;
//可用的资源尺寸
static Resource smallResource = { cocos2d::CCSizeMake(480,320),"iphone" };
static Resource mediumResource = { cocos2d::CCSizeMake(1024,768),"ipad" };
static Resource largeResource = { cocos2d::CCSizeMake(2048,1536),"ipadhd" };
//设计方案
static cocos2d::CCSize smallDesignResolutionSize = cocos2d::CCSizeMake(480.0f,320.0f);
static cocos2d::CCSize mediumDesignResolutionSize = cocos2d::CCSizeMake(1024.0f,768.0f);
static cocos2d::CCSize largeDesignResolutionSize = cocos2d::CCSizeMake(2048.0f,1536.0f);
//缩放因子,主要给文字标签使用
#define SCALE_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:
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
CCEGLView *pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
CCSize frameSize = pEGLView->getFrameSize();
float ratio = frameSize.width / frameSize.height;
float ratio1 = largeDesignResolutionSize.width / largeDesignResolutionSize.height;
float ratio2 = mediumDesignResolutionSize.width / mediumDesignResolutionSize.height;
float ratio3 = smallDesignResolutionSize.width / smallDesignResolutionSize.height;
float d1 = abs(ratio - ratio1);
float d2 = abs(ratio - ratio2);
float d3 = abs(ratio - ratio3);
std::map<float,CCSize> designSize;
designSize[d1] = largeDesignResolutionSize;
designSize[d2] = mediumDesignResolutionSize;
designSize[d3] = smallDesignResolutionSize;
std::map<float,CCSize>::reverse_iterator iter = designSize.rbegin();
//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
CCSize designResolutionSize = iter->second;
//pEGLView->setDesignResolutionSize(designResolutionSize.width,designResolutionSize.height,kResolutionNoBorder);
pEGLView->setDesignResolutionSize(designResolutionSize.width,kResolutionShowAll);
//pEGLView->setDesignResolutionSize(designResolutionSize.width,kResolutionExactFit);
if (frameSize.height > mediumResource.size.height)
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
}
else if (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);
return true;
}
(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:
#ifndef __VISIBLERECT_H__
#define __VISIBLERECT_H__
#include "cocos2d.h"
USING_NS_CC;
class VisibleRect
{
public:
static CCRect getVisibleRect();
static CCPoint left();
static CCPoint right();
static CCPoint top();
static CCPoint bottom();
static CCPoint center();
static CCPoint leftTop();
static CCPoint rightTop();
static CCPoint leftBottom();
static CCPoint rightBottom();
private:
static void lazyInit();
static CCRect s_visibleRect;
};
#endif
VisibleRect.cpp
#include "VisibleRect.h"
CCRect VisibleRect::s_visibleRect;
void VisibleRect::lazyInit()
{
if (s_visibleRect.size.width == 0.0f && s_visibleRect.size.height == 0.0f)
{
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
s_visibleRect.origin = pEGLView->getVisibleOrigin();
s_visibleRect.size = pEGLView->getVisibleSize();
}
}
CCRect VisibleRect::getVisibleRect()
{
lazyInit();
return CCRectMake(s_visibleRect.origin.x,s_visibleRect.origin.y,s_visibleRect.size.width,s_visibleRect.size.height);
}
CCPoint VisibleRect::left()
{
lazyInit();
return ccp(s_visibleRect.origin.x,s_visibleRect.origin.y + s_visibleRect.size.height/2);
}
CCPoint VisibleRect::right()
{
lazyInit();
return ccp(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y + s_visibleRect.size.height/2);
}
CCPoint VisibleRect::top()
{
lazyInit();
return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2,s_visibleRect.origin.y + s_visibleRect.size.height);
}
CCPoint VisibleRect::bottom()
{
lazyInit();
return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2,s_visibleRect.origin.y);
}
CCPoint VisibleRect::center()
{
lazyInit();
return ccp(s_visibleRect.origin.x + s_visibleRect.size.width/2,s_visibleRect.origin.y + s_visibleRect.size.height/2);
}
CCPoint VisibleRect::leftTop()
{
lazyInit();
return ccp(s_visibleRect.origin.x,s_visibleRect.origin.y + s_visibleRect.size.height);
}
CCPoint VisibleRect::rightTop()
{
lazyInit();
return ccp(s_visibleRect.origin.x + s_visibleRect.size.width,s_visibleRect.origin.y + s_visibleRect.size.height);
}
CCPoint VisibleRect::leftBottom()
{
lazyInit();
return s_visibleRect.origin;
}
CCPoint VisibleRect::rightBottom()
{
lazyInit();
return ccp(s_visibleRect.origin.x + s_visibleRect.size.width,s_visibleRect.origin.y);
}
(4)修改HelloWorldScene.cpp的init函数,使用相对位置设置坐标。
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png","CloseSelected.png",this,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("Hello World","Arial",SCALE_FACTOR * 24);
pLabel->setPosition(ccpAdd(VisibleRect::top(),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);
return true;
}
(5)创建窗口,main.cpp的主要内容:
AppDelegate app;
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);
int ret = CCApplication::sharedApplication()->run();
OK,到此为止,代码部分已经完成 (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
相关内容
- ruby – 对如何使用mock和stubs感到困惑
- postgresql – 为什么Postgres在jsonb列上查找这么慢?
- ruby-on-rails – 部署后缺少宝石(Ruby,Ruby on Rails,Capi
- 将数组转换为散列,同时保留Ruby中的数组索引值
- c# – Identity Server 4和docker
- c – 从xlC的模板功能问题的静态函数查找
- 内存中的SQLite数据库可以扩展并发吗?
- React 源码剖析系列 - 不可思议的 react diff
- postgresql – 如何使用SQL语句测试表中是否存在列
- iOS仅在未通过XCode运行时崩溃. Concidence?
