http://cocos2d.9tech.cn/news/2014/0307/39995.HTML
背景
在学习cocos2dx时,我们在main函数中发现一句代码,
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 | #include "main.h" #include "AppDelegate.h" #include "CCEGLVIEw.h" USING_NS_CC; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdline, int nCmdshow) { UNREFERENCED_ParaMETER(hPrevInstance); UNREFERENCED_ParaMETER(lpCmdline); // create the application instance AppDelegate app; CCEGLVIEw* eglVIEw = CCEGLVIEw::sharedOpenGLVIEw(); eglVIEw->setVIEwname( "CrazyMario" ); eglVIEw->setFrameSize(480,320); return CCApplication::sharedApplication()->run(); } |
那就是eglVIEw->setFrameSize(480,320),这句代码设置了窗口的大小,一般说来手机游戏需要全屏显示,所以对于不同分辨率的手机,setFrameSize要求不一样的。这样是不是很崩溃?因为我们代码里很多地方可能也要改,图片大小可能也要改,那怎么办呢?
其实cocos2dx已经为我们做好了这一切
结局方案
这个方案就是调用eglVIEw->setDesignResolutionSize(480,320,kResolutionShowAll);来告诉cocos2dx,我的程序是按照480,320来设计的,那么setFrameSize如果不是480,320那么cocos2dx会按照比例给我们做适配,不用我们做别的事情。
在超级马里奥这个游戏里,在AppDelegate中已经调用了setDesignResolutionSize函数设置设计大小为480,320
@H_502_258@那么在setFrameSize不同的情况下,也不会引起图片比例不合适的情况,只是窗口大小会发生变化而已
在480*320的情况下
@H_502_258@在960*640的情况下,只是界面变大了,图片没有任何的不适合
@H_502_258@setDesignResolutionSize的参数
第三个参数的取值范围如下:
enum ResolutionPolicy { // The entire application is visible in the specifIEd area without trying to preserve the original aspect ratio. // distortion can occur,and the application may appear @R_679_4041@ or compressed. kResolutionExactFit, @H_213_301@// The entire application fills the specifIEd area,without distortion but possibly with some cropPing, // while maintaining the original aspect ratio of the application. kResolutionNoborder, // The entire application is visible in the specifIEd area without distortion while maintaining the original // aspect ratio of the application. borders can appear on two sIDes of the application. kResolutionShowAll, // The application takes the height of the design resolution size and modifIEs the wIDth of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios kResolutionFixedHeight, // The application takes the wIDth of the design resolution size and modifIEs the height of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios kResolutionFixeDWIDth, kResolutionUnKNown, }; |
kResolutionExactFit:会靠拉伸来填满屏幕,本例来说背景图会变形来填充屏幕,因为1024:768=1.3, 480:320=1.5,宽高比不同,图片也就无法等比缩放来填满屏幕,只能变形了。
kResolutionNoborder: 看不到黑边,实际就是宽高等比缩放,但缩放比例取宽比和高比之中大的那一个。
kResolutionShowAll:全部显示,可以理解为保证内容都显示在屏幕之内,实际也是宽高等比缩放,但缩放比例取宽比和高比之中小的那一个。
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