cocos2dx----屏幕自适应

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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

#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

#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(拉伸)
1280×768分辨率


3. kResolutionNoBorder策略(填满界面,超出的切割掉)
1280×768分辨率



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

转载请注明来自:Alex Zhou的程序世界,本文链接:http://codingnow.cn/cocos2d-x/975.html