My own claw machine has a resolution of 480*854, ...... The notebook is 768 High.
So:
eglView->setViewName("2048"); eglView->setFrameSize(240, 427);
The window is halved to facilitate debugging.
Appdelegate. cpp is the cocos2d entry.
pDirector->setDisplayStats(false);
Whether to enable FPS. This parameter can be set to true, and disabled by false when published later.
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(480,854,kResolutionShowAll);
In addition, you can perform auto scaling on devices not 480*854.
Myscene. H I added the following:
Void menucall_start (ccobject * psender); // start the Action Void menucall_thend (ccobject * psender); // exit the action ccsize size; // screen size
All content of myscene. cpp:
# Include "myscene. H" # include "2048scene. H" // to start a game, enter myscene: myscene (void) {} myscene ::~ Myscene (void) {} ccscene * myscene: Scene () {// 'Scene 'is an autorelease object ccscene * scene = ccscene: Create (); // 'player' is an autorelease object myscene * layer = myscene: Create (); // Add layer as a child to scene-> addchild (layer ); // return the scene return scene;} bool myscene: Init () {// ccsize size = ccdirector: shareddire()-> getwinsize (); // obtain the screen size // size = ccdirector: shareddire()-> getwinsize (); size. width = 480, size. height = 854; // manually set ccsprite * homepage = ccsprite: Create ("homepage.png"); homepage-> setposition (CCP (size. width/2, size. height * 0.5); this-> addchild (homepage); // ccsprite * BG = ccsprite: Create ("helloworld.png "); // BG-> setposition (CCP (size. width/2, size. height/2); // CCP = ccpoint // This-> addchild (BG);/* ccsprite * sp0 = ccsprite: Create ("icon.png "); sp0-> setposition (CCP (100,100); this-> addchild (sp0); * // * ccsprite * SP1 = ccsprite: Create ("closenormal.png "); SP1-> setposition (CCP (100,100); BG-> addchild (SP1); * // * ccsprite * SP1 = ccsprite: Create ("icon.png "); SP1-> setposition (CCP (size. width * 0.2, size. height * 0.7); this-> addchild (SP1); ccsprite * SP2 = ccsprite: Create ("icon.png", ccrect (28,28, 29,29); // coordinates, long, wide SP2-> setposition (CCP (size. width * 0.4, size. height * 0.7); this-> addchild (SP2); cctexture2d * texture = cctexturecache: sharedtexturecache ()-> addimage ("icon.png "); // create a 2D Texture ccsprite * SP3 = ccsprite: createwithtexture (texture); SP3-> setposition (CCP (size. width * 0.6, size. height * 0.7); this-> addchild (SP3); ccsprite * SP4 = ccsprite: createwithtexture (texture, ccrect (0, 40, 40 )); SP4-> setposition (CCP (size. width * 0.8, size. height * 0.7); this-> addchild (SP4); ccspriteframe * frame = ccspriteframe: Create ("icon.png", ccrect (0, 0, 57,57 )); // cache frame ccsprite * SP5 = ccsprite: createwithspriteframe (FRAME); SP5-> setposition (CCP (size. width * 0.3, size. height * 0.3); this-> addchild (SP5); // SP5-> setscale (2); // double the size of the image. // SP5-> setscale (0.5 ); // zoom in half // SP5-> setrotation (30); // rotate 30 degrees clockwise // SP5-> setrotation (-30 ); // rotate 30 degrees counterclockwise // SP5-> setskewx (30); // tilt 30 degrees horizontally clockwise // SP5-> setskewx (-30 ); // horizontal clockwise tilt 30 degrees // SP5-> setvisible (false); // visible/SP5-> setcolor (ccc3 (255, 0, 0 )); // set the color // SP5-> setopacity (30); // Transparency 0-255 opacity // SP5-> settexture (cctexturecache: sharedtexturecache () -> addimage ("closenormal.png"); // you can change the displayed image. // You can also cache frames by using IMG. plist * // * cclabelttf * laber1 = cclabelttf: Create ("fuck", "la", 25); laber1-> setposition (CCP (size. width/2, size. height * 0.7); laber1-> setcolor (ccc3 (255,255, 0); this-> addchild (laber1); * // text/* cclabelttf * laber1 = cclabelttf:: Create ("START", "consola", 50); ccmenuitemlabel * Item1 = ccmenuitemlabel: Create (laber1, this, menu_selector (myscene: menucall_start )); item1-> setposition (CCP (size. width/2, size. height * 0.7); */ccmenuitemimage * item_start = ccmenuitemimage: Create ("start-normal.png", "start-select.png", this, menu_selector (myscene: menucall_start )); item_start-> setposition (CCP (size. width/2, size. height * 0.5); ccmenuitemimage * item_thend = ccmenuitemimage: Create ("thend-normal.png", "thend-select.png", this, menu_selector (myscene: menucall_thend )); item_thend-> setposition (CCP (size. width/2, size. height * 0.3); ccmenu * menu = ccmenu: Create (item_start, item_thend, null); menu-> setposition (ccpointzero); this-> addchild (menu ); cclabelttf * My = cclabelttf: Create ("[email protected]", "fonts/fznht. TTF ", 40); my-> setposition (CCP (size. width/2, size. height/10); this-> addchild (my); Return true;} void myscene: menucall_start (ccobject * psender) {// system ("pause "); ccscene * temps = my2048scene: Scene (); ccdirector: shareddirector ()-> replacescene (temps);} void myscene: menucall_thend (ccobject * psender) {// system ("pause"); # If (cc_target_platform = cc_platform_winrt) | (cc_target_platform = cc_platform_wp8) ccmessagebox ("you pressed the close button. windows Store apps do not implement a close button. "," alert "); # else ccdirector: shareddire()-> end (); # If (cc_target_platform = cc_platform_ios) Exit (0); # endif}
Because 2048 scene has not been written, comment out # include "2048scene. H"
There is also content in the menucall_start function.
There are also five images in one font.
Homepage.png, start-normal.png, start-select.png, thend-normal.png, thend-select.png, fznht. TTF
The background image is 480*854, and the other four are 250*150, respectively, before and after the selected image. Font effect.
Baidu: http://pan.baidu.com/s/1sjmDyhf
Cocos2d-x personal notes 2048 (2)