现在用的2d-x版本是2.1.1。现在的项目要求是iphone ,iphone Retina,ipad和ipad Retina都有各自的路径来存放各自需要的资源。在AppDelegate的
applicationDidFinishLaunching()函数中根据屏幕分辨率来设置
static Resource iPhoneResource = { CCSizeMake(480, 320), "iPhone" };
static Resource iPhoneHDResource = { CCSizeMake(480*2, 320*2), "iPhoneHD" };
static Resource iPhoneTallerResource = { CCSizeMake(1136, 640), "iPhoneTaller"};
static Resource iPadResource = { CCSizeMake(1024, 768), "iPad" };
static Resource iPadHDResource = { CCSizeMake(2048, 1536), "iPadHD" };
static CCSize designResolutionSize = CCSizeMake(480, 320);
static CCSize designTallerResolutionSize = CCSizeMake(568, 320);
static CCSize designIpadResolutionSize = CCSizeMake(512, 384);
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
std::vector<std::string> searchPath = CCFileUtils::sharedFileUtils()->getSearchPaths();
// Set the design resolution
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
CCSize designSize = designResolutionSize;
CCSize frameSize = pEGLView->getFrameSize();
_isLongiPhone = false;
_isIpadHD = false;
_isIpadNormal = false;
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height == iPadHDResource.size.height && frameSize.width == iPadHDResource.size.width)
{
searchPath.push_back(iPadHDResource.directory);
searchPath.push_back(iPhoneHDResource.directory);
designSize = designIpadResolutionSize;
pEGLView->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
pDirector->setContentScaleFactor(iPadHDResource.size.height/designIpadResolutionSize.height);
_isIpadHD = true;
}
// if the frame's height is larger than the height of small resource size, select medium resource.
elseif (frameSize.height == iPadResource.size.height && frameSize.width == iPadResource.size.width)
{
searchPath.push_back(iPadResource.directory);
searchPath.push_back(iPhoneHDResource.directory);
designSize = designIpadResolutionSize;
pEGLView->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
pDirector->setContentScaleFactor(iPadResource.size.height/designIpadResolutionSize.height);
_isIpadNormal = true;
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
elseif (frameSize.height == iPhoneResource.size.height && frameSize.width == iPhoneResource.size.width)
{
searchPath.push_back(iPhoneResource.directory);
searchPath.push_back(iPhoneHDResource.directory);
pDirector->setContentScaleFactor(iPhoneResource.size.height/designResolutionSize.height);
}
elseif (frameSize.height == iPhoneHDResource.size.height && frameSize.width == iPhoneHDResource.size.width){
searchPath.push_back(iPhoneHDResource.directory);
pDirector->setContentScaleFactor(iPhoneHDResource.size.height/designResolutionSize.height);
designSize = designResolutionSize;
pEGLView->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
}
elseif (frameSize.height == iPhoneTallerResource.size.height && frameSize.width == iPhoneTallerResource.size.width){
//push taller resources" directory first,so look for resources in taller resources" directory first
searchPath.push_back(iPhoneTallerResource.directory);
searchPath.push_back(iPhoneHDResource.directory);
designSize = designTallerResolutionSize;
pEGLView->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
pDirector->setContentScaleFactor(iPhoneTallerResource.size.height/designResolutionSize.height);
_isLongiPhone = true;
}
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
}
这样设置路径之后,进入游戏时会在 SearchPaths里寻找所需要的资源。需要注意的是各个路径下的资源文件相同就行了,不用根据是否未Retina而添加-HD后缀。