Cocos2d-iPhone and iPhone X resolution

柔情痞子 提交于 2020-01-05 04:21:07

问题


Can you believe we are still using Cocos2d-iPhone?

Does anyone have a fix for making it work with the newest iPad's and iPhone X's?

Our mode is landscape.


回答1:


  1. If cocos2d version 1.0 - 2.1 then update it to Cocos2d 2.2
  2. Add iPhoneX splash screen in Images.xcassets
  3. In CCConfiguration.m file updated below function. In this we are handling contentScaleFactor 3.

    -(NSInteger) runningDevice
    {
        NSInteger ret=-1;
    
          #ifdef __CC_PLATFORM_IOS
    
        if( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
        {
            ret = (CC_CONTENT_SCALE_FACTOR() == 2) ? kCCDeviceiPadRetinaDisplay : kCCDeviceiPad;
        }
        else if( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone )
        {
            // From http://stackoverflow.com/a/12535566
            BOOL isiPhone5 = CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size,CGSizeMake(640, 1136));
    
            if( CC_CONTENT_SCALE_FACTOR() == 2 ) {
                ret = isiPhone5 ? kCCDeviceiPhone5RetinaDisplay : kCCDeviceiPhoneRetinaDisplay;
    
                // Guru - Handle iPhone Plus device, iPhoneX
                // - - - - -  - - --  -- - - - -- - -  - - -
                if([[UIScreen mainScreen] scale]==3)
                {
                    ret = kCCDeviceiPhone5RetinaDisplay;
                }
            }
            else
            {
                // Guru - Handle iPhone Plus device, iPhoneX
                // - - - - -  - - --  -- - - - -- - -  - - -
                if([[UIScreen mainScreen] scale]==3)
                {
                    ret = kCCDeviceiPhone5RetinaDisplay;
                }
                else
                // - - - - -  - - --  -- - - - -- - -  - - -
                ret = isiPhone5 ? kCCDeviceiPhone5 : kCCDeviceiPhone;
            }
        }
    
        #elif defined(__CC_PLATFORM_MAC)
    
        // XXX: Add here support for Mac Retina Display
        ret = kCCDeviceMac;
    
         #endif // __CC_PLATFORM_MAC
    
          return ret; 
    

    }

    1. Use buttons and other image from iPhone5HD and manually load background for iPhone X

      CCSprite *bg ;
      if([App isIphoneX])
      {
         bg = [CCSprite spriteWithFile:@“Background-iphoneX.png"]; // 1624X750 image size
      }
      else
      {
         bg = [CCSprite spriteWithFile:@"Background.png"]; // make sure -hd,-ipad,-ipadhd, -iphone5hd there
      }
      

OR just scale bg image

#define SW ([[CCDirector sharedDirector] winSize].width)
#define SH ([[CCDirector sharedDirector] winSize].height)

CCSprite *bg ;
if([App isIphoneX])
{
      bg = [CCSprite spriteWithFile:@"Background.png"];
      bg.scaleX = SW/bg.contentSize.width;
       bg.scaleY = SH/bg.contentSize.height;

} 

App Delegate Code:

-(bool)isIphoneX
{
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
        CGSize screenSize = [[UIScreen mainScreen] bounds].size;
        if (screenSize.width == 812) // portrait height = 812
        {
            return true;
        }
        if([self isIphoneXR]) // Now in this game iPhoneXR, iPhoneXS Max = iPhoneX,
        {
            return true;
        }
    }
    return false;
}
-(bool)isIphoneXR
{
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
        CGSize screenSize = [[UIScreen mainScreen] bounds].size;
        if (screenSize.width == 896 && screenSize.height == 414)
        {
            return true;
        }
    }
    return false;
}
  1. Don't add iPhone6,iPhone7, iPhoneXR,iPhoneXSMax splash screen..system auto scale iphone5 to iPhone6,iPhone7 etc and iPhoneX to iPhoneXR,iPhoneXSMax. You must use iPhone 5, iPhoneX splash

NOTE: I just supported iPhoneX and all device support for my old game...Apple recently approved this change...successfully added iPhoneX support to cocos2d 2.2



来源:https://stackoverflow.com/questions/52531267/cocos2d-iphone-and-iphone-x-resolution

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