Cocos2d for android supporting different resolutions

故事扮演 提交于 2019-12-31 16:51:48

问题


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.

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.

I searched on Google and found that Cocos2d-x supports different resolutions and sizes but I am bound to use Cocos2d only.

EDIT: I am bit confused as this is my first game. Please point out any mistakes that I may have made.


回答1:


Okay I finally did this by getting the device display denitiy like

getResources().getResources().getDisplayMetrics().densityDpi

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.

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.

EDIT: 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);
    }
}


来源:https://stackoverflow.com/questions/16011216/cocos2d-for-android-supporting-different-resolutions

易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!