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Design resolution across iPhone and iPad

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@shipit wrote:

I started with 480x320 design resolution. I have one size for assets that I scale based on Director::getVisibleSize() ie I don't use contentScaleFactor. So far so good, the game looks good on all phones. Then my beta testers report that my HUD is off on iPads. I investigate further by drawing visibleSize, visibleOrigin, winSize on a DrawNode across these devices. And guess what - they don't line up!

Essentially my HUD layout depends on visibleSize' s corners and bounding box. What am I missing?

On another note, doing away with design resolution entirely and setting it to frameSize brings super accurate positioning but now sizing is off eg scale-9 based buttons, font size etc. I created my own logical sizing with which I'm getting somewhat ok sizing but not as consistent as using cocos2d-x's design resolution. Here's my sizing code:

Size ScreenUtil::sLogicalSize = Size(960, 640);

Size ScreenUtil::sizeForDisplay(Size source) {
    auto winSize = Director::getInstance()->getWinSize();
    float sx = source.width / sLogicalSize.width;
    float width = winSize.width * sx;
    float height = source.height * width / source.width;

    Size output = Size(width, height);
    return output;
}

Any help greatly appreciated! Thanks a lot!!

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