Hello
i have basic misunderstanding i guess on screen and images sizes for example:
i working on windows and set the screen size in main.cpp to eglView~~>setFrameSize;
to test iPhone resolution.
now i have 35X35 pixels size CCSprite and i want it to be placed 10 pixels from the right
so i set where gemSize is the CCSprite 35X35 pixels size CCSprite image:
<pre>
Gem *thisGem = new Gem;
int leftPadding = 10 ;
int topPadding = 90;
float x = leftPadding ;
float y = topPadding ;
thisGem~~>setPosition(ccp(x,y));
this->addChild(thisGem,kGem);
you need to that eglView->setFrameSize(320,480) is just the size of window frame on PC-build. and it has nothing in common with the size in points (units) of your ingame frame, which is usually been set with CCEGLView::sharedOpenGLView()->setDesignResolutionSize(). read about this last meethod in cocos doc’s. also as you test your build on PC you need to know about CCDirector::sharedDirector()->setContentScaleFactor() mechanism.
hope this helps.