问题描述
我有一个在iPad上运行的小游戏应用程序的问题。当我吃iPad模拟器iOS 5.1与iPad视网膜显示,应用程序开始与我的默认图像@ X2和之后显示图像转到黑色屏幕。在正常的iPad iOS 5.1模拟器运行良好。 Xcode只告诉我这个:
2012-04-25 14:24:26.978 AppName [83696:10a03] cocos2d: :1
2012-04-25 14:24:26.980 AppName [83696:10a03] cocos2d:surface size:1536x2048
有什么想法吗?
谢谢
@Smamim Hossain:同样的错误我把我的完整Appdelegate.m
#importcocos2d.h
#importAppDelegate.h
#importGameConfig。 h
#importIntro.h
#importRootViewController.h
@implementation AppDelegate
@synthesize window;
- (void)removeStartupFlicker
{
//#如果GAME_AUTOROTATION == kGameAutorotationUIViewController
//#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
}
- (void)applicationDidFinishLaunching:(UIApplication *)application
[director setProjection:kCCDirectorProjection2D]
{
//初始化窗口
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
if(![CCDirector setDirectorType:kCCDirectorTypeDisplayLink])
[CCDirector setDirectorType:kCCDirectorTypeDefault];
[director setProjection:kCCDirectorProjection2D]
CCDirector * director = [CCDirector sharedDirector];
//初始化视图控制器
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
//
//手动创建EAGLView
// 1.创建RGB565格式。备选:RGBA8
// 2.深度格式为0位。使用16或24位的3d效果,如CCPageTurnTransition
//
//
EAGLView * glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
// //在iPhone 4上启用高分辨率模式(Retina显示),并在所有其他设备上保持低分辨率
if(![director enableRetinaDisplay:YES])
CCLOG (@Retina Display不支持);
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif
[director setAnimationInterval:1.0 / 60];
[director setDisplayFPS:NO];
[director setDepthTest:NO];
//使OpenGLView成为视图控制器的子对象
[viewController setView:glView];
//使View Controller成为主窗口的子窗口
[window addSubview:viewController.view];
[window makeKeyAndVisible];
// PNG / BMP / TIFF / JPEG / GIF图像的默认纹理格式
//它可以是RGBA8888,RGBA4444,RGB5_A1,RGB565
//您可以随时更改。
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
//删除启动闪烁
[self removeStartupFlicker];
//运行介绍场景
[[CCDirector sharedDirector] runWithScene:[Intro scene]];
}
- (void)applicationWillResignActive:(UIApplication *)application {
[[CCDirector sharedDirector] pause];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
[[CCDirector sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
[[CCDirector sharedDirector] purgeCachedData];
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
[[CCDirector sharedDirector] stopAnimation];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
[[CCDirector sharedDirector] startAnimation];
}
- (void)applicationWillTerminate:(UIApplication *)application {
CCDirector * director = [CCDirector sharedDirector];
[[director openGLView] removeFromSuperview];
[viewController release];
[window release];
[director end];
}
- (void)applicationSignificantTimeChange:(UIApplication *)application {
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}
- (void)dealloc {
[[CCDirector sharedDirector] end];
[window release];
[super dealloc]
}
@end
尝试这行代码
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:
[director setProjection:kCCDirectorProjection2D];
希望这会解决您的问题。
I've a problem with a little game application running on iPad. When I lunch the simulator iOS 5.1 with iPad retina display, the application start with my default image @x2 and after show the image go to a black screen. In normal iPad iOS 5.1 simulator run well. Xcode tell me only this:
2012-04-25 14:24:26.978 AppName[83696:10a03] cocos2d: Frame interval: 1
2012-04-25 14:24:26.980 AppName[83696:10a03] cocos2d: surface size: 1536x2048
Any idea?Thank you
@Smamim Hossain: Same error I put my full Appdelegate.m
#import "cocos2d.h"
#import "AppDelegate.h"
#import "GameConfig.h"
#import "Intro.h"
#import "RootViewController.h"
@implementation AppDelegate
@synthesize window;
- (void) removeStartupFlicker
{
//#if GAME_AUTOROTATION == kGameAutorotationUIViewController
//#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
}
- (void) applicationDidFinishLaunching:(UIApplication*)application
[director setProjection:kCCDirectorProjection2D]
{
// Init the window
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:kCCDirectorTypeDefault];
[director setProjection:kCCDirectorProjection2D]
CCDirector *director = [CCDirector sharedDirector];
// Init the View Controller
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
//
// Create the EAGLView manually
// 1. Create a RGB565 format. Alternative: RGBA8
// 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition
//
//
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
// // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif
[director setAnimationInterval:1.0/60];
[director setDisplayFPS:NO];
[director setDepthTest:NO];
// make the OpenGLView a child of the view controller
[viewController setView:glView];
// make the View Controller a child of the main window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// Removes the startup flicker
[self removeStartupFlicker];
// Run the intro Scene
[[CCDirector sharedDirector] runWithScene: [Intro scene]];
}
- (void)applicationWillResignActive:(UIApplication *)application {
[[CCDirector sharedDirector] pause];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
[[CCDirector sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
[[CCDirector sharedDirector] purgeCachedData];
}
-(void) applicationDidEnterBackground:(UIApplication*)application {
[[CCDirector sharedDirector] stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication*)application {
[[CCDirector sharedDirector] startAnimation];
}
- (void)applicationWillTerminate:(UIApplication *)application {
CCDirector *director = [CCDirector sharedDirector];
[[director openGLView] removeFromSuperview];
[viewController release];
[window release];
[director end];
}
- (void)applicationSignificantTimeChange:(UIApplication *)application {
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}
- (void)dealloc {
[[CCDirector sharedDirector] end];
[window release];
[super dealloc];
}
@end
try this line of code at- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:
[director setProjection:kCCDirectorProjection2D];
hope this will fix your issue.
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