frankwang 2013-10-31
转载 http://codingnow.cn/cocos2d-x/975.html
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:
#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, 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
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 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 | #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); } |
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
进入场景而且过渡动画结束时候触发。提示 GameScene场景中的继承于节点,这些生命周期事件根本上是从Node继承而来。事实上所有Node对象都有这些事件,具体实现代码与GameScene场景类似。
进入场景而且过渡动画结束时候触发。提示 GameScene场景中的继承于节点,这些生命周期事件根本上是从Node继承而来。事实上所有Node对象都有这些事件,具体实现代码与GameScene场景类似。