cocos2d-x 2.0版本 自适应屏幕分辨率

前端之家收集整理的这篇文章主要介绍了cocos2d-x 2.0版本 自适应屏幕分辨率前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

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:

  1. #ifndef__APPMACROS_H__
  2. #define__APPMACROS_H__
  3. #include"cocos2d.h"
  4. typedefstructtagResource
  5. {
  6. cocos2d::CCSizesize;
  7. chardirectory[100];
  8. }Resource;
  9. //可用的资源尺寸
  10. staticResourcesmallResource={cocos2d::CCSizeMake(480,320),"iphone"};
  11. staticResourcemediumResource={cocos2d::CCSizeMake(1024,768),"ipad"};
  12. staticResourcelargeResource={cocos2d::CCSizeMake(2048,1536),"ipadhd"};
  13. //设计方案
  14. staticcocos2d::CCSizesmallDesignResolutionSize=cocos2d::CCSizeMake(480.0f,320.0f);
  15. staticcocos2d::CCSizemediumDesignResolutionSize=cocos2d::CCSizeMake(1024.0f,768.0f);
  16. staticcocos2d::CCSizelargeDesignResolutionSize=cocos2d::CCSizeMake(2048.0f,1536.0f);
  17. //缩放因子,主要给文字标签使用
  18. #defineSCALE_FACTOR(cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width/smallResource.size.width)
  19. #endif
(2)接下来修改AppDelegate.cpp文件的applicationDidFinishLaunching函数添加以下代码

copy

    boolAppDelegate::applicationDidFinishLaunching()
  1. {
  2. //initializedirector
  3. CCDirector*pDirector=CCDirector::sharedDirector();
  4. CCEGLView*pEGLView=CCEGLView::sharedOpenGLView();
  5. pDirector->setOpenGLView(pEGLView);
  6. CCSizeframeSize=pEGLView->getFrameSize();
  7. floatratio=frameSize.width/frameSize.height;
  8. floatratio1=largeDesignResolutionSize.width/largeDesignResolutionSize.height;
  9. floatratio2=mediumDesignResolutionSize.width/mediumDesignResolutionSize.height;
  10. floatratio3=smallDesignResolutionSize.width/smallDesignResolutionSize.height;
  11. floatd1=abs(ratio-ratio1);
  12. floatd2=abs(ratio-ratio2);
  13. floatd3=abs(ratio-ratio3);
  14. std::map<float,CCSize>designSize;
  15. designSize[d1]=largeDesignResolutionSize;
  16. designSize[d2]=mediumDesignResolutionSize;
  17. designSize[d3]=smallDesignResolutionSize;
  18. //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
  19. CCSizedesignResolutionSize=iter->second;
  20. //pEGLView->setDesignResolutionSize(designResolutionSize.width,designResolutionSize.height,kResolutionNoBorder);
  21. pEGLView->setDesignResolutionSize(designResolutionSize.width,kResolutionShowAll);
  22. if(frameSize.height>mediumResource.size.height)
  23. CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
  24. pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
  25. }
  26. elseif(frameSize.height>smallResource.size.height)
  27. CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
  28. pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
  29. }
  30. else
  31. CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
  32. pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
  33. pDirector->setDisplayStats(true);
  34. pDirector->setAnimationInterval(1.0/60);
  35. CCScene*pScene=HelloWorld::scene();
  36. pDirector->runWithScene(pScene);
  37. returntrue;
  38. }

(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 copy
    #ifndef__VISIBLERECT_H__
  1. #define__VISIBLERECT_H__
  2. USING_NS_CC;
  3. classVisibleRect
  4. public:
  5. staticCCRectgetVisibleRect();
  6. staticCCPointleft();
  7. staticCCPointright();
  8. staticCCPointtop();
  9. staticCCPointbottom();
  10. staticCCPointcenter();
  11. staticCCPointleftTop();
  12. staticCCPointrightTop();
  13. staticCCPointleftBottom();
  14. staticCCPointrightBottom();
  15. private:
  16. staticvoidlazyInit();
  17. staticCCRects_visibleRect;
  18. };
  19. #endif

VisibleRect.cpp

copy
    #include"VisibleRect.h"
  1. CCRectVisibleRect::s_visibleRect;
  2. voidVisibleRect::lazyInit()
  3. if(s_visibleRect.size.width==0.0f&&s_visibleRect.size.height==0.0f)
  4. s_visibleRect.origin=pEGLView->getVisibleOrigin();
  5. s_visibleRect.size=pEGLView->getVisibleSize();
  6. CCRectVisibleRect::getVisibleRect()
  7. lazyInit();
  8. returnCCRectMake(s_visibleRect.origin.x,s_visibleRect.origin.y,s_visibleRect.size.width,s_visibleRect.size.height);
  9. CCPointVisibleRect::left()
  10. returnccp(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height/2);
  11. CCPointVisibleRect::right()
  12. returnccp(s_visibleRect.origin.x+s_visibleRect.size.width,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> CCPointVisibleRect::top()
  13. returnccp(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height);
  14. CCPointVisibleRect::bottom()
  15. CCPointVisibleRect::center()
  16. CCPointVisibleRect::leftTop()
  17. CCPointVisibleRect::rightTop()
  18. CCPointVisibleRect::leftBottom()
  19. returns_visibleRect.origin;
  20. CCPointVisibleRect::rightBottom()
  21. }
(4)修改HelloWorldScene.cpp的init函数,使用相对位置设置坐标。

copy

    boolHelloWorld::init()
  1. if(!CCLayer::init())
  2. false;
  3. CCMenuItemImage*pCloseItem=CCMenuItemImage::create(
  4. "CloseNormal.png",
  5. "CloseSelected.png",
  6. this,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> menu_selector(HelloWorld::menuCloseCallback));
  7. pCloseItem->setPosition(ccpAdd(VisibleRect::rightBottom(),
  8. ccp(-pCloseItem->getContentSize().width/2,pCloseItem->getContentSize().height/2)));
  9. CCMenu*pMenu=CCMenu::create(pCloseItem,NULL);
  10. pMenu->setPosition(CCPointZero);
  11. this->addChild(pMenu,1);
  12. CCLabelTTF*pLabel=CCLabelTTF::create("HelloWorld","Arial",SCALE_FACTOR*24);
  13. pLabel->setPosition(ccpAdd(VisibleRect::top(),248); line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> ccp(0,-pLabel->getContentSize().height)));
  14. this->addChild(pLabel,1);
  15. CCSprite*pSprite=CCSprite::create("HelloWorld.png");
  16. pSprite->setPosition(VisibleRect::center());
  17. this->addChild(pSprite,0);
  18. CCSprite*plogoSprite=CCSprite::create("icon.png");
  19. plogoSprite->setAnchorPoint(ccp(0,0.5));
  20. plogoSprite->setPosition(ccpAdd(VisibleRect::left(),ccp(50,0)));
  21. this->addChild(plogoSprite,0);
  22. (5)创建窗口,main.cpp的主要内容copy
      AppDelegateapp;
    1. CCEGLView*eglView=CCEGLView::sharedOpenGLView();
    2. //eglView->setFrameSize(2048,1536);
    3. //eglView->setFrameSize(480,320);
    4. //eglView->setFrameSize(800,480);
    5. //eglView->setFrameSize(1024,768);
    6. //eglView->setFrameSize(1280,800);
    7. eglView->setFrameSize(1280,768);
    8. //eglView->setFrameSize(960,640);
    9. eglView->setFrameZoomFactor(0.5f);
    10. intret=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

    2. kResolutionExactFit策略
    1280×768分辨率 3. kResolutionNoBorder策略
    1280×768分辨率

    demo源码:http://download.csdn.net/detail/zhoujianghai/4847206

    本文链接:http://codingnow.cn/cocos2d-x/975.html

    原文链接:https://www.f2er.com/cocos2dx/341868.html

    猜你在找的Cocos2d-x相关文章