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cocos2dx----屏幕自适应

热度:94   发布时间:2023-12-10 11:48:27.0


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 directorCCDirector *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