` I am developing my first game in Android Adnengine. It\'s a racing game from top view. I used parallax background and some cars. I tested it on my device which is of sm
The thing about using a ratio resolution policy is that you can design your game to a particular size say 800x480 which is very popular for phones these days.
I think where most people stray is thinking they need to pull the current Display width/height and use that to initialize the engine.
The point of a ratio resolution policy - as I understand it - is you set your dimensions to hard coded values and let the ratio resolution policy handle the differences from one device to the next.
CAMERA_WIDTH = 800;
CAMERA_HEIGHT = 480;
//Toast.makeText(getApplicationContext(), CAMERA_WIDTH, 3);
mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
engine = new Engine(new EngineOptions(true,
ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(
CAMERA_WIDTH, CAMERA_HEIGHT), mCamera).setNeedsMusic(
true).setNeedsSound(true));
Once you do things like this, then you only need to be sure your graphics and spacing look good at your pre chosen width/height - in this example 800 x 480. If everything works and fits and looks good, then the ratio resolution policy will take care of things when the device has a different screen size.
At least that my take on how it should work - I write for 800 x 480 and everything looks good on my 7" tablet too - granted that's not a major stretch.