问题描述
我想建立一个游戏,想知道如何将一去支持不同的分辨率和屏幕尺寸。对于精灵的位置,我已经实现了一个基本功能,设置按一定的比例,这是我获得通过获得来自sharedDirector的使用winsize方法的屏幕宽度和高度的位置。
I am trying to build a game and was wondering how would one go about supporting different resolution and screen sizes. For position of sprite I've implemented a basic function which sets the position according to a certain ratio, which I get by getting the screen width and height from sharedDirector's winSize method.
但是,这种方法没有进行测试,因为我还没有开发的东西来计算比例因子取决于设备的分辨率精灵。有人可以告诉我一些方法和技巧,通过它我可以正确计算精灵的缩放,并提出一个系统,以避免精灵的像素化,如果我不应用任何这样的方法。
But this approach is not tested as I have yet to develop something to calculate the scaling factor for sprites depending upon the resolution of device. Can somebody advise me some method and tips by which I can correctly calculate the scaling of sprite and suggest a system to avoid the pixelation of sprites if I do apply any such method.
我搜索谷歌和发现的Cocos2D-X支持不同的分辨率和尺寸,但我一定要使用的cocos2d只。
I searched on Google and found that Cocos2d-x supports different resolutions and sizes but I am bound to use Cocos2d only.
编辑:我有点困惑,因为这是我的第一场比赛。请指出,我可能已经犯任何错误。
I am bit confused as this is my first game. Please point out any mistakes that I may have made.
推荐答案
好吧,我终于通过获取设备显示denitiy像这样做
Okay I finally did this by getting the device display denitiy like
getResources().getResources().getDisplayMetrics().densityDpi
和在此基础上,我通过PTM的比例分别为LDPI,MDPI,华电国际,和xhdpi乘以0.75,1,1.5,2.0。
and based on it I am multiplying by PTM ratio by 0.75,1,1.5,2.0 for ldpi,mdpi,hdpi,and xhdpi respectively.
我也改变精灵的规模相应。而对于定位我已经把320X480作为我的基地,然后乘与我目前x的像素与我的基地像素的比例和y。
I am also changing the scale of sprites accordingly. And for positioning I've kept 320X480 as my base and then multiplying that with a ratio of my current x and y in pixels with my base pixels.
编辑:添加一些code为了更好地理解:
Adding some code for better understanding:
public class MainLayer extends CCLayer()
{
CGsize size; //this is where we hold the size of current display
float scaleX,scaleY;//these are the ratios that we need to compute
public MainLayer()
{
size = CCDirector.sharedDirector().winSize();
scaleX = size.width/480f;//assuming that all my assets are available for a 320X480(landscape) resolution;
scaleY = size.height/320f;
CCSprite somesprite = CCSprite.sprite("some.png");
//if you want to set scale without maintaining the aspect ratio of Sprite
somesprite.setScaleX(scaleX);
somesprite.setScaleY(scaleY);
//to set position that is same for every resolution
somesprite.setPosition(80f*scaleX,250f*scaleY);//these positions are according to 320X480 resolution.
//if you want to maintain the aspect ratio Sprite then instead up above scale like this
somesprite.setScale(aspect_Scale(somesprite,scaleX,scaleY));
}
public float aspect_Scale(CCSprite sprite, float scaleX , float scaleY)
{
float sourcewidth = sprite.getContentSize().width;
float sourceheight = sprite.getContentSize().height;
float targetwidth = sourcewidth*scaleX;
float targetheight = sourceheight*scaleY;
float scalex = (float)targetwidth/sourcewidth;
float scaley = (float)targetheight/sourceheight;
return Math.min(scalex,scaley);
}
}
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