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。
(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" 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:
VisibleRect.h
#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
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