游戏已经提交app store等待审核了,现在整理下相关资料。先说说分辨率的问题。
cocos2d-x从2.0.4版本已经完美适配了各种分辨率,下面贴下相关代码,
在AppDelegate::applicationDidFinishLaunching(){}里面加这些代码:
// 填充模式
ResolutionPolicy kResolutionNum = kResolutionNoBorder;
if (target == kTargetIpad)
{
// ipad
CCFileUtils::sharedFileUtils()->setResourceDirectory("iphonehd");
// don't enable retina because we don't have ipad hd resource
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(1024, 768, kResolutionNum);
}
else if (target == kTargetIphone)
{
// iphone
// 设计尺寸width、height
float visibleSizeWidth = 960;
float visibleSizeHeight = 640;
// 根据屏幕尺寸与设计尺寸的比,重新定义设计尺寸(参考kResolutionNum来适配)
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
if (winSize.width/winSize.height > visibleSizeWidth/visibleSizeHeight)
{
visibleSizeWidth = visibleSizeHeight * winSize.width/winSize.height;
}
else if (winSize.width/winSize.height < visibleSizeWidth/visibleSizeHeight)
{
visibleSizeHeight = visibleSizeWidth / (winSize.width/winSize.height);
}
CCFileUtils::sharedFileUtils()->setResourceDirectory("iphonehd");
CCSize VisibleSize = CCEGLView::sharedOpenGLView()->getVisibleSize();
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(visibleSizeWidth, visibleSizeHeight, kResolutionNum);
}
else
{
// android, windows, blackberry, linux or mac
// use 960*640 resources as design resolution size
// 设计尺寸width、height
float visibleSizeWidth = 960;
float visibleSizeHeight = 640;
// 根据屏幕尺寸与设计尺寸的比,重新定义设计尺寸(参考kResolutionNum来适配)
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
if (winSize.width/winSize.height > visibleSizeWidth/visibleSizeHeight)
{
visibleSizeWidth = visibleSizeHeight * winSize.width/winSize.height;
}
else if (winSize.width/winSize.height < visibleSizeWidth/visibleSizeHeight)
{
visibleSizeHeight = visibleSizeWidth / (winSize.width/winSize.height);
}
CCFileUtils::sharedFileUtils()->setResourceDirectory("iphonehd");
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(visibleSizeWidth, visibleSizeHeight, kResolutionNum);
CCFileUtils::sharedFileUtils()->setPopupNotify(false);
}
注意:1.适配iphone5时要添加一张启动图片,图片命名为Default-568h@2x.png,不然iphone5两边还是黑边。
2.setDesignResolutionSize()是指设计尺寸,而getWinSize()是窗口尺寸,显示时是把设计尺寸按照设置的填充模式映射到窗口上去。
3.三种填充模式:kResolutionExactFit(宽高非等比缩放,全填充)、kResolutionNoBorder(宽高等比缩放,部分区域可能被裁减)、kResolutionShowAll(宽高等比缩放,部分区域可能出现黑边),我觉得用kResolutionNoBorder好些。