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
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(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
;
}
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(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
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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);
}
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(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
;
}
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(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();
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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