As per my knowledge, to make a application in cocos2dx, I need three sets of resources ipad, ipadhd and iphone
From one example of an application, I saw that in order to support devices of all resolutions, the asset sizes (background image) that my friend had used were:
ipadhd: 2272 X 1536
ipad: 1136 X 768
iphone: 568 X 384
These dimensions work fine for a landscape mode game. Here are my questions: 1. Why do we need these sizes in particular?? 2. I am trying to make a portrait mode game for which I took the same asset size (but since I am working in portrait mode, I took image sizes as 1536 X 2272, 768 X 1136 and 384 X 568). But, for some reason, the BG image is enlarged when it shows up on simulator/device. I am attaching screen shots here.
Original Image:
Image showing up in simulator:
For reference, here is the code to set device resolution size and content scale factor:
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320
typedef struct tagResource
{
cocos2d::CCSize size;
char directory[100];
}Resource;
static Resource smallResource = { cocos2d::CCSizeMake(320, 480), "iphone" };
static Resource mediumResource = { cocos2d::CCSizeMake(768,1024), "iPad" };
static Resource largeResource = { cocos2d::CCSizeMake(1536,2048), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(320, 480);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(768,1024);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1536,2048);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_NONE)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(320, 480);
#else
#error unknown target design resolution!
#endif
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height,kResolutionNoBorder);
CCSize frameSize = pEGLView->getFrameSize();
std::vector<std::string> resDirOrders;
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.width > mediumResource.size.width)
{
resDirOrders.push_back(largeResource.directory);
pDirector->setContentScaleFactor(largeResource.size.width/designResolutionSize.width);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.width > smallResource.size.width)
{
resDirOrders.push_back(mediumResource.directory);
pDirector->setContentScaleFactor(mediumResource.size.width/designResolutionSize.width);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
resDirOrders.push_back(smallResource.directory);
pDirector->setContentScaleFactor(smallResource.size.width/designResolutionSize.width);
}
CCFileUtils::sharedFileUtils()->setSearchPaths(resDirOrders);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = GameLayer::scene();
// run
pDirector->runWithScene(pScene);
return true;
}