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avante2500Likes 0Problem Description
HI evey1 trying to follow the book and followed it line by line,at page 42 the main menu, when i run my project the simulator wont show me the actual device look as i set it up to iphone 5 and the picture not at the right resulotion,” check the screen shot URL attached”. https://drive.google.com/file/d/0BzWHN6_-_Ie2MmNnT01lSFVkWlE/view?usp=sharing
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Sonar Systems adminLikes 0
Show us the code inside of the AppDelegate.cpp file.
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avante2500Likes 0
#include "AppDelegate.h"
#include "MainMenuScene.h"USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};GLView::setGLContextAttrs(glContextAttrs);
}// If you want to use packages manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {glview = GLViewImpl::create("Game");
director->setOpenGLView(glview);
}// turn on display FPS
director->setDisplayStats(true);// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
auto fileUtils = FileUtils::getInstance();
auto screenSize = glview->getFrameSize();
std::vector<std::string> resDirOrders;
//Check which assets the device requires
if (2048 == screenSize.width || 2048 == screenSize.height)//retina iPad
{
resDirOrders.push_back("ipadhd");
resDirOrders.push_back("ipad");
resDirOrders.push_back("iphonehd5");
resDirOrders.push_back("iphonehd");
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(1536, 2048, ResolutionPolicy::NO_BORDER);
}
else if (1024 == screenSize.width || 1024 == screenSize.height)//no retina ipad
{
resDirOrders.push_back("ipad");
resDirOrders.push_back("iphonehd5");
resDirOrders.push_back("iphonehd");
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(768, 1024, ResolutionPolicy::NO_BORDER);
}
else if (1136 == screenSize.width || 1136 == screenSize.height)//retina iphone (5 and 5S)
{
resDirOrders.push_back("iphonehd5");
resDirOrders.push_back("iphonehd");
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(640, 1136, ResolutionPolicy::NO_BORDER);
}
else if (960 == screenSize.width || 960 == screenSize.height)//retina iphone (4 and 4S)
{
resDirOrders.push_back("iphonehd");
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER);
}
else //non retina iPhone and Android devices
{
if (1080 < screenSize.width) //android devices that have a high resolution
{
resDirOrders.push_back("iphonehd");
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER);
}
else //non retina iPhone and Android devices with lower resolutions
{
resDirOrders.push_back("iphone");
glview->setDesignResolutionSize(320, 480, ResolutionPolicy::NO_BORDER);
}
}
fileUtils->setSearchPaths(resDirOrders);
//create a scene. it's an autorelease object
auto scene = MainMenu::createScene();
//run
director->runWithScene(scene);return true;
}// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
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Sonar Systems adminLikes 0
Have you tried using the source code and project.
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avante2500Likes 0
What do you mea ?
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Sonar Systems adminLikes 0
That was given for the book.
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