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cocos2d-x 2.0版本 自适应屏幕分辨率

2014-07-05 10:19 316 查看
 

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:

[cpp]
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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:

[cpp]
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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

[cpp]
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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

[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。

[cpp]
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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:

[cpp]
view plaincopy

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



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
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