我使用的版本是cocos2d-2.0-x-2.0.4,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:
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#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:
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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,
designResolutionSize.height, kResolutionShowAll); //pEGLView->setDesignResolutionSize(designResolutionSize.width,
designResolutionSize.height, 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
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#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
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#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。
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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:
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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,代码部分已经完成了,下面看看在各种分辨率和不同策略下的效果图:
1. kResolutionShowAll策略:
(1)2048×1536
(2)1024×768
(3)480×320
(4)800×480
(5)1280×800
(6)960×640
2. kResolutionExactFit策略
1280×768分辨率
3. kResolutionNoBorder策略
1280×768分辨率
原文地址:http://blog.csdn.net/zhenyu5211314/article/details/38922595