在cocos2d-iphone 2.0 中 [[CCDirector sharedDirector] winSize] 所得到的
winSize 为 320*480 的解决办法:
1.直接使用新建工程里面的IntroLayer.m 把HelloWorldLayer换成你自己的Layer就ok。
2.使用 onEnter 替换 init 方法
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接着,通过`[[CCDirector sharedDirector] winSize]`获取到设备屏幕的大小,这是以像素为单位的。这个尺寸用于确定游戏场景在屏幕上的显示范围。 `gameWorld.mapSize`返回的是地图的格子数,例如(10, 10),这意味着...
CGSize winSize = [[CCDirector sharedDirector] winSize]; CCSprite* projectile = [CCSprite spriteWithFile:@"Projectile.png"]; projectile.position = ccp(20, winSize.height / 2); // 计算子弹位置的...
CGSize s = [[CCDirector sharedDirector] winSize]; CGPoint p = ccp(CCRANDOM_0_1() * s.width, CCRANDOM_0_1() * s.height); [sprite runAction:[CCPlace actionWithPosition:p]]; } ``` - **Hide**:隐藏...
CCSizewinSize = CCDirector::sharedDirector()->getWinSize(); CCRect r(0, 0, winSize.width, winSize.height); ``` 2. **创建背景精灵**:利用获取的屏幕尺寸,创建一个大小相等的背景精灵,并加载指定的纹理...
winSize = CCDirector::sharedDirector()->getWinSize(); m_levelManager = new LevelManager(this); //初始化背景 initBackground(); m_screenRec = CCRectMake(0, 0, winSize.width, winSize.height + 10)...
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接着,通过`[[CCDirector sharedDirector] winSize]`获取到设备屏幕的大小,这是以像素为单位的。这个尺寸用于确定游戏场景在屏幕上的显示范围。 `gameWorld.mapSize`返回的是地图的格子数,例如(10, 10),这意味着...
CGSize winSize = [[CCDirector sharedDirector] winSize]; CCSprite* projectile = [CCSprite spriteWithFile:@"Projectile.png"]; projectile.position = ccp(20, winSize.height / 2); // 计算子弹位置的...
CGSize s = [[CCDirector sharedDirector] winSize]; CGPoint p = ccp(CCRANDOM_0_1() * s.width, CCRANDOM_0_1() * s.height); [sprite runAction:[CCPlace actionWithPosition:p]]; } ``` - **Hide**:隐藏...
CCSizewinSize = CCDirector::sharedDirector()->getWinSize(); CCRect r(0, 0, winSize.width, winSize.height); ``` 2. **创建背景精灵**:利用获取的屏幕尺寸,创建一个大小相等的背景精灵,并加载指定的纹理...
winSize = CCDirector::sharedDirector()->getWinSize(); m_levelManager = new LevelManager(this); //初始化背景 initBackground(); m_screenRec = CCRectMake(0, 0, winSize.width, winSize.height + 10)...