首先介绍一个api和相应的参数:
cc.view.setDesignResolutionSize(1024, 768, cc.ResolutionPolicy.FIXED_WIDTH);
这里设置游戏制作的目标尺寸和显示的模式。
模式包括:
cc.ResolutionPolicy = { // The entire application is visible in the specified area without trying to preserve the original aspect ratio. // Distortion can occur, and the application may appear stretched or compressed. EXACT_FIT:0, // The entire application fills the specified area, without distortion but possibly with some cropping, // while maintaining the original aspect ratio of the application. NO_BORDER:1, // The entire application is visible in the specified area without distortion while maintaining the original // aspect ratio of the application. Borders can appear on two sides of the application. SHOW_ALL:2, // The application takes the height of the design resolution size and modifies the width of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios FIXED_HEIGHT:3, // The application takes the width of the design resolution size and modifies the height of the internal // canvas so that it fits the aspect ratio of the device // no distortion will occur however you must make sure your application works on different // aspect ratios FIXED_WIDTH:4, UNKNOWN:5 };
参考官方说明: http://www.cocos2d-x.org/wiki/Multi_resolution_support
EXACT_FIT会拉伸游戏,充满整个屏幕,最简单最粗暴;SHOW_ALL保持游戏原比例,让一边占满屏幕,另外一侧黑边;NO_BORDER跟SHOW_ALL类似,但让短边占满屏幕,另外一侧超出屏幕,不显示黑边,一部分画面在屏幕外,无法显示;FIXED_WIDTH和FIXED_HEIGHT都是NO_BORDER的升级版,指定那一侧充满屏幕,另外一侧超出屏幕。
这里建议使用FIXED_WIDTH和FIXED_HEIGHT,其他用法请参考:
http://www.cocoachina.com/game/20130513/6180.html
http://www.cocoachina.com/cocos/20140516/8451.html
这两个方案适合UI沿着屏幕边缘布局,而游戏画面居中,游戏背景则可以裁剪(显示一部分)的情况。
通过上边的文章,我们知道winSize,visibleSize,designSize(自己的设计尺寸)。
无论什么方案,winSize和visibleSize是一致的,cc.director.getWinSize()和cc.director.getVisibleSize()获取到一样的数据。
以FIXED_WIDTH为例
布局过程中,横向就按照设计稿直接写死绝对坐标值都可以,因为cc.director.getVisibleSize().width就是我们的设计宽度,cocos2d通过缩放会让横向刚好占满屏幕;
而纵向,就利用cc.director.getVisibleSize().height来布局。
y=0表示刚好在屏幕边缘,在FIXED_WIDTH方案中,不像NO_BORDER会有visibleOrigin,这里不需要考虑这个值,因为总是0,cocos2d自动把y=0放到这个visibleOrigin位置了。
而屏幕上方则使用cc.director.getVisibleSize().height - 20类似的方式来布局。
这里的20也会随着整个画面的压缩比例而变小。
例如设计宽高为1024*768,但实际放到725*225的区域运行,那么cc.director.getVisibleSize()获取到的是(1024, 315)左右。实际上这个尺寸并不是真实屏幕尺寸,但可以按照这个数值进行布局。
屏幕尺寸
另外cc.view.getFrameSize可以获取屏幕尺寸
原文链接:http://www.cnblogs.com/kenkofox/p/3951210.html