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  • Book Overview & Buying Cocos2d-x cookbook
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Cocos2d-x cookbook

Cocos2d-x cookbook

By : Akihiro Matsuura
4.6 (5)
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Cocos2d-x cookbook

Cocos2d-x cookbook

4.6 (5)
By: Akihiro Matsuura

Overview of this book

Cocos2d-x is a suite of open source, cross-platform game-development tools used by thousands of developers all over the world. Cocos2d-x is a game framework written in C++, with a thin platform-dependent layer. Completely written in C++, the core engine has the smallest footprint and the fastest speed of any other game engine, and is optimized to be run on all kinds of devices. You will begin with the initial setup and installation of Cocos2d before moving on to the fundamentals needed to create a new project. You will then explore and create the sprites, animations, and actions that you will include in the game. Next you will look at strings and create labels, including a label with True Type Font (TTF) font support. Later, you will learn about layer and scene creation and transition. Then you will create the GUI parts essential for a game, such as buttons and switches. After that, you will breathe life into the game with background music and sound effects using the all new Cocos2d-x audio engine. You will then discover how to manage resource files and implement processes that depend on the operating system. Finally, you will polish your game with physics such as gravity and elevation, learn about tools that will help you make games more robust and stable, and get to know best practices to improve the game you have developed.
Table of Contents (13 chapters)
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12
Index

Implementing multi-resolution support

You may notice a difference in screen appearance on different devices. In some previous recipes, there is an iOS's screenshot and a Nexus 5's screenshot. It shows different image sizes. This image is HelloWorld.png located at MyGame/Resources. It is 480 x 320 pixels. In this recipe, we explain how to maintain the same size regardless of screen size.

How to do it…

Open AppDelegate.cpp through Xcode, and modify the AppDelegate::applicationDidFinishLaunching() method by adding the code after the director->setAnimationInterval(1.0/60.0); line, as shown in the following code:

director->setAnimationInterval(1.0 / 60);
glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER);

In this book, we design the game with a screen size of iPhone's 3.5 inch screen. So, we set this screen size to the design resolution size by using the setDesignResolutionSize method. The last parameter is resolution policy. The following screenshot is the Nexus 5's screenshot after implementing multi-resolution:

How to do it…

The following screenshot is the iPhone 5 simulator's screenshot. You now know that both screenshots have the same appearance:

How to do it…

How it works…

The resolution policy has EXACT_FIT, NO_BORDER, SHOW_ALL, FIXED_HEIGHT, and FIXED_WIDTH. These are explained as follows:

  • EXACT_FIT: The entire application is visible in the specified area without trying to preserve the original aspect ratio.
  • NO_BORDER: The entire application fills the specified area, without distortion but possibly with some cropping, while maintaining the original aspect ratio of the application.
  • SHOW_ALL: The entire application is visible in the specified area without distortion, while maintaining the internal the aspect ratio of the application. Borders can appear on two sides of the application.
  • FIXED_HEIGHT: 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_WIDTH: 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.

By implementing multi-resolution, regardless of screen size, you will maintain the image on the screen.

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