Hi guys:
I want to start a new project. This will be a portrait game. The default project generated by create_project.py provides a landscape project. I have make the next steps to transform the generated landscape project to portrait project:
-
ipad|ipadhd|iphone].png: Rotate 90 degrees.
-
: AppMacros.h: Swap width and height, so that (width < height) now. Example:
static Resource mediumResource = { cocos2d::CCSizeMake(768, 1024), "ipad" };
-
: HelloWorldScene.cpp: Opcional. All the coordinates base on VisibleRect.
-
To show window portrait orientation when run with Visual Studio:
.win32\main.h eglView~~>setFrameSize. Swap width and height.
~~ To show window portrait orientation when run with x-Code:
.ios\RootViewController.mm:-
(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsPortrait(interfaceOrientation);
} -
(NSUInteger) supportedInterfaceOrientations{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskPortrait;
#endif
} -
(BOOL) shouldAutorotate {
return NO;
}
-
-
To show window portrait orientation when run with android devices/emulator:
.android\AndroidManifest.xml:
android:screenOrientation="portrait"
My questions are:
a) Does my initial approach is correct?
b) I’ve read several times the tutorial ‘multi-resolution’, but I still have doubts. I understand designResolutionSize with the aim of transmitting a resolution to the artist that he believed a mockup of the game screen where you set initial positions(x,y) of all elements. Am I wrong?
c) Should I use the positions of the mockup or should I use VisibleRect? Now I set the design resolution in AppDelegate just like that:
pEGLView->setDesignResolutionSize(640, 960, kResolutionNoBorder);
d) I am using cocos2d-x-2.1.5. Do you recommended to use kResolutionFixedWidth policy better for my portrait game?
Thanks!