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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Time for action – adding retina support


This time we'll work with the class AppDelegate.cpp:

  1. Go to AppDelegate.cpp (you'll find it in the Classes folder). Inside the applicationDidFinishLaunching method, and below the director->setAnimationInterval(1.0 / 60) line, add the following lines:

    auto screenSize = glview->getFrameSize();
    auto designSize = Size(768, 1024);
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::EXACT_FIT);
    
    std::vector<std::string> searchPaths;
    if (screenSize.width > 768) {
        searchPaths.push_back("hd");
        director->setContentScaleFactor(2);
    } else  {
        searchPaths.push_back("sd");
        director->setContentScaleFactor(1);
    }
    auto fileUtils = FileUtils::getInstance();
    fileUtils->setSearchPaths(searchPaths);
  2. Save the file.

What just happened?

An entire book could be written about this topic, although in this first example, we have a very simple implementation on how to support multiple screen sizes since we...

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