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。