cocos2d-x 2.0版本 自适应屏幕分辨率

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:

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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
cocos2d-x 2.0版本 自适应屏幕分辨率
(2)1024×768
cocos2d-x 2.0版本 自适应屏幕分辨率
(3)480×320
cocos2d-x 2.0版本 自适应屏幕分辨率
(4)800×480
cocos2d-x 2.0版本 自适应屏幕分辨率
(5)1280×800
cocos2d-x 2.0版本 自适应屏幕分辨率
(6)960×640
cocos2d-x 2.0版本 自适应屏幕分辨率

2. kResolutionExactFit策略
1280×768分辨率
cocos2d-x 2.0版本 自适应屏幕分辨率

3. kResolutionNoBorder策略
1280×768分辨率
cocos2d-x 2.0版本 自适应屏幕分辨率

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

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