
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,ResolutionPolicy::SHOW_ALL); //CCEGLVIEw::sharedOpenGLVIEw()->setDesignResolutionSize(800.0f,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; } 总结以上是内存溢出为你收集整理的cocos2dx3.1.1版本的手机屏幕适配全部内容,希望文章能够帮你解决cocos2dx3.1.1版本的手机屏幕适配所遇到的程序开发问题。
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