cocos2dx3.1.1版本的手机屏幕适配

本文介绍了一个Cocos2d-x项目中实现屏幕适配的方法,通过设置设计分辨率大小并调整ResolutionPolicy,使得游戏能够适应不同尺寸的设备屏幕。

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1.这是AppDelegate里的方法

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
glview->setFrameSize(800, 480);//这里的屏幕大小是指的Windowns下的,对手机没有效果
        director->setOpenGLView(glview);
    }


    // turn on display FPS
    director->setDisplayStats(false);

//*****************关键点,在这里加上下面俩句话,就实现了手机的屏幕适配

    auto designSize = Size(800,480);
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);


    //CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800.0f,480.0f,kResolutionExactFit);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);


    // create a scene. it's an autorelease object
auto scene = MyTouchEvent2::createScene();


    // run
    director->runWithScene(scene);


    return true;
}

bool AppDelegate::applicationDidFinishLaunching() {

    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
glview->setFrameSize(800, 480);
        director->setOpenGLView(glview);
    }


    // turn on display FPS
    director->setDisplayStats(false);
    auto designSize = Size(800,480);
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL);
    //CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800.0f,480.0f,kResolutionExactFit);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);


    // create a scene. it's an autorelease object
auto scene = MyTouchEvent2::createScene();


    // run
    director->runWithScene(scene);


    return true;
}
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