为什么我不能用iPhone 3看到我的整个图像?

时间:2012-06-08 12:55:55

标签: objective-c cocos2d-iphone sprite

所以我非常接近完成我的小项目,我正在努力确保我的应用程序与iPhone 3和4兼容......但这真的让我很难过。我正在使用hm50发布的开源CCPickerview代码(http://www.cocos2d-iphone.org/forum/topic/10160)。它适用于iPhone 4,但在iPhone 3模拟器中根本不适用。我认为问题出在实施的某个地方。当我错误地在图像上留下-hd标签时,我可以看到发生了什么。看来,在非视网膜模式下,图像被切割成两半,我不能说我是一位专家,足以确定原因。

-(void)makePages {
    CCSprite *overlay = [CCSprite spriteWithFile:@"overlay-hd.png"];
    CGSize s = CGSizeMake(overlay.contentSize.width, overlay.contentSize.height);
    self.contentSize = s;

    CCLayerColor *backLayer = [CCLayerColor layerWithColor:(ccColor4B){248,250,251,255} width:self.contentSize.width height:self.contentSize.height];
    backLayer.position = ccp(-self.contentSize.width/2, -self.contentSize.height/2);
    [self addChild:backLayer];

    self.baseLayer = [CCLayerColor layerWithColor:(ccColor4B){150,150,150,0} width:s.width height:imgSize.height * numPages];

    for (int i=0; i < [arrayPages count]; i++) {
        CCNode* n = [arrayPages objectAtIndex:i];
        n.position = ccp(s.width/2, s.height/2 + i * (imgSize.height + padding)); 
        [baseLayer addChild:n];
    }

    baseLayer.position = ccp(-s.width/2, -s.height/2 - s.height * currentPage);
    [self addChild:baseLayer];

    overlay.position = ccp(0, 0);
    //overlay.opacity = 0;
    [self addChild:overlay];

    rect = CGRectMake(self.position.x - s.width/2, self.position.y - s.height/2, s.width, s.height);

    [self moveToPagePosition];
}

- (void) visit 
{
    if (!self.visible)
        return;

    glPushMatrix();

    glEnable(GL_SCISSOR_TEST);

    CGSize size = [[CCDirector sharedDirector] winSize];
    CGRect scissorRect = rect;

    ccDeviceOrientation orientation = [[CCDirector sharedDirector] deviceOrientation];
    switch (orientation) 
    {
        case kCCDeviceOrientationPortrait:
            break;
        case kCCDeviceOrientationPortraitUpsideDown:
            scissorRect.origin.x = size.width-scissorRect.size.width-scissorRect.origin.x;
            scissorRect.origin.y = size.height-scissorRect.size.height-scissorRect.origin.y;
            break;
        case kCCDeviceOrientationLandscapeLeft:
        {
            float tmp = scissorRect.origin.x;
            scissorRect.origin.x = scissorRect.origin.y;
            scissorRect.origin.y = size.width-scissorRect.size.width-tmp;
            tmp = scissorRect.size.width;
            scissorRect.size.width = scissorRect.size.height;
            scissorRect.size.height = tmp;
        }
            break;
        case kCCDeviceOrientationLandscapeRight:
        {
            float tmp = scissorRect.origin.y;
            scissorRect.origin.y = scissorRect.origin.x;
            scissorRect.origin.x = size.height-scissorRect.size.height-tmp;
            tmp = scissorRect.size.width;
            scissorRect.size.width = scissorRect.size.height;
            scissorRect.size.height = tmp;
        }
            break;
    }

    glScissor(scissorRect.origin.x*2, scissorRect.origin.y*2,
              scissorRect.size.width*2, scissorRect.size.height*2);

    [super visit];

    glDisable(GL_SCISSOR_TEST);
    glPopMatrix();
}

Screenshot

如果我将滚动条向右移动,则会显示更多,但我真的不希望它在那边。你们中任何一位出色的客观大师能帮助我解决这个问题吗?

编辑:

经过进一步调查后,问题毋庸置疑:

rect = CGRectMake(self.position.x - s.width/2, self.position.y - s.height/2, s.width, s.height);

如果我做到了

rect = CGRectMake(self.position.x - s.width*2.05, self.position.y - s.height/1.48, self.contentSize.width*1.3, self.contentSize.height*.48);

它工作得很好......但我不认为这个解决方案非常优雅,它应该基于叠加图片大小。我不确定我在这里做错了什么。

2 个答案:

答案 0 :(得分:1)

我猜测旧设备上正在使用双分辨率图像,这将是它们应该的两倍。

您需要检查窗口屏幕的-scale属性(或使用[UIScreen mainScreen]),然后根据该图像选择正确的(视网膜或非视网膜)图像。

答案 1 :(得分:1)

我也写了一个CCPickerView,你可以在github上找到它。 https://github.com/fidgetware/CCPickerView。它适用于低分辨率和高分辨率图像。