问题描述
你能相信我们还在使用 Cocos2d-iPhone 吗?
Can you believe we are still using Cocos2d-iPhone?
有没有人可以修复它以使其与最新的 iPad 和 iPhone X 兼容?
Does anyone have a fix for making it work with the newest iPad's and iPhone X's?
我们的模式是横向.
推荐答案
- 如果 cocos2d 版本为 1.0 - 2.1 则更新为 Cocos2d 2.2
- 在 Images.xcassets 中添加 iPhoneX 启动画面
在 CCConfiguration.m 文件中更新了下面的函数.在此我们正在处理 contentScaleFactor 3.
- If cocos2d version 1.0 - 2.1 then update it to Cocos2d 2.2
- Add iPhoneX splash screen in Images.xcassets
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;
}
使用 iPhone5HD 中的按钮和其他图像并为 iPhone X 手动加载背景
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
}
或者只是缩放背景图像
#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;
}
应用代理代码:
-(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;
}
- 不要添加 iPhone6、iPhone7、iPhoneXR、iPhoneXSMax 闪屏..系统自动缩放 iphone5 到 iPhone6、iPhone7 等和 iPhoneX 到 iPhoneXR、iPhoneXSMax.你必须使用 iPhone 5、iPhoneX 飞溅
注意:我刚刚支持 iPhoneX 和我的旧游戏的所有设备支持...Apple 最近批准了此更改...成功将 iPhoneX 支持添加到 cocos2d 2.2
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
这篇关于Cocos2d-iPhone 和 iPhone X 分辨率的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持编程学习网!