So am working with making my game work on all resolutions, and I have made it that 16:9 aspect ratio is turned to 5:3 as my game logic is made in 5:3 dimensions but when the screen is 16:9 I have to cut off some of the top. In simple terms I have a 1280x768 screen trying to fit into a 1280x720 space. All it does now is squeeze the image height to fit into the 720 piece.
What I do now is set the camera to 1280x768 then tried to use a viewport set to 1280x720 but no change was seen. Basically how do I effectively cut some part of the screen off?
Most of the time we set the position of the camera as the center of the screen,but you can alter it with camera.position.set(x,y,z).If you wish to cut some portion,then just set the position of the camera accordingly.In addition to this,You can use the functions like camera.translate(x,y,z) through which you can translate the position of your camera. You can also use the camera.zoom to add some zooming effect into it. Don't forget to add camera.update() after doing any of the operations on your camera.
Related
I have been designing all my landscape oriented cocos2dx mobile games at 2508x1584 with a "always visible area" of 2112x1408 so there would be no black borders or scaling, just a bit of cropping which would be limited to the "maybe not visible area" as shown below.
This worked well for all mobile device aspect ratios until iPhone X and Samsung Galaxy S8 arrived. These devices have 19.5:9 and 18:9 aspect ratios respectively which takes the "always visible area" down from 1408 to 1158 which is significant enough that it looks like i have no choice but to redesign all my games as shown in the image below.
Since I designed all my previous games for a taller visible area when I run them on iPhone X and Samsung galaxy S8 the top and bottom of the game are obviously cut off.
Am I stuck re-designing these games in order to make them fit this shorter aspect ratio? Or is there another solution I am overlooking here?
Sadly I don't see any magic solution. Here are the different options:
Test the screen ratio, and for iPhone X and Galaxy S8, switch resolution policy to ResolutionPolicy::SHOW_ALL instead of ResolutionPolicy::NO_BORDER. That's a quick-and-dirty solution, which will display black borders on left and right. You can improve this solution a little bit by scaling all content so that the important area takes all screen height.
Change the width of your design resolution, offset the content, and find a way to fill all this resolution with your background textures. This requires more effort but most of the content should not change, except for the offset. It will solve the problem because a larger design resolution means that it has less to cut vertically (which is the problem in your case).
As you said, you can also redesign the important area so that it is more flexible to different ratios. This requires some effort and reduces the size of this important area, which affects the experience on the other ratios.
I would go with the second option. Hope this helps, and sorry for not having a magic solution to that problem.
Might be a bit late for you, but I think I've solved this issue.
I used ResolutionPolicy::NO_BORDER, a design resolution of 1080x1920 and this guide image
The green area is 1080x1920. You should design your app to fit within this area. Taller phones such as the S8 and iPhoneX will expand up into the orange space. Wider devices such as tablets will expand into the orange space on the left and right.
What you need to do on launch is to calculate a scale factor for the Director to use.
Do this in your AppDelegate.cpp
auto frameSize = glview->getFrameSize();
float deviceAspectRatio = frameSize.height / frameSize.width;
float designAspectRatio = designResolutionSize.height / designResolutionSize.width;
director->setContentScaleFactor(MAX(
deviceAspectRatio / designAspectRatio,
designAspectRatio / deviceAspectRatio)
);
To be honest I'm not 100% on why this works. I discovered it by trying random scale factors until I found one that worked, and then trying to work backwards to come up with some math that will work. Turns out dividing the aspect ratio of the device by the aspect ratio of your design resolution is what you want.
Cocos2dx beginner here. Using Cocos2dx V3.10.
I've read lots of tutorials and documentation on Multi platform support across iOS/Android etc and in the main i get it. I'm using setDesignResolutionSize in combination with setContentScaleFactor and it's working out pretty well so far.
I do have one issue which i'm not sure of the best way to approach it.
My game is portrait and i'd like a particular sprite to be the same width on iphone4s and iphone5.
They both use the same design resolution size and content scale factor but on iphone4 the sprite is smaller than that on iphone4 (and iphone5).
I've attached two images to demonstrate what i mean.
As you can see on the iphone4 the sprite isn't quite the same distance away from the edges as the iphone5 is, which i assume is down to the difference in resolution.
Do i need to create another set of assets for this resolution and how would i go about setting those? As currently iphone4 and iphone5 both use the same scale and design size, ie:
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
searchPaths.push_back("hd");
FileUtils::getInstance()->setSearchPaths(searchPaths);
}
Any help much appreciated.
This can be done in a way so that the game will look same no matter what device you use.
First of all, comment out all the following code in your AppDelegate.cpp
/* if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium sxize.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
*/
Now, make sure all of your assets have been developed in reference to a canvas size which is ideally the size of your background.
Let's say that size is customWidth x customHeight.
Now edit the following lines in AppDelegate.cpp as below:
glview->setDesignResolutionSize(customWidth, customHeight, ResolutionPolicy::EXACT_FIT);
Size frameSize = glview->getFrameSize();
Your game will now look same irrespective of the device, as long as aspect ratio is maintained(which is same for all the phones, but different for tablets).
i'm starting to build this bootstrap site where I have flash animation on my fontpage. --> http://testi9.aada.fi/index.php?cID=180
My animation size is 1472px x 485px. Now I want it to be 100% width on bootstrap site so that it would strech nicely on different screen sizes.
I added this css code on bootstrap css file:
#swfcontent169 {
border:solid thin #f00;
width:100%;
}
Now my flash animation is 100% but somehow those "symbols" that are
on my flash animation on each side are visible too and animation is not stretched as i would like it to be (full width).
Can someone help me out with this?
// Mika
You need to set the proper scaling mode for the flash object. (the scale embed property) or stage.scaleMode through AS3 code.
Here is a visual rundown of the options: (you will likely want exact fit or no border)
Let's say this is your document:
We have four boxes (one per corner), and some gray boxes that are off the stage.
Here are you options:
Show All:
Show all scales the content so the whole stage fits, but then you get a gutter if it's not the right size and objects off stage may be visible.
No Border:
This will scale it so the whole content will fill the bounds (keeping aspect), but then if it's not the exact size, you'll get cropping of the stage, see how the boxes are being cropped on the top bottom? You can change the way it aligns the cropped stage with the stageAlign property.
Exact Fit
This will just make the whole stage fit in the area defined, but it will not honor your aspect ratio and things could looked squished/stretched.
No Scale
This won't scale the stage AT ALL. So if the defined area is smaller than the stage, it will crop it, if larger, you'll get gutters.
You probably want exact fit or no border - depending on if you need the aspect ratio to be fixed. You can also use no-scale and use code to align your contents the way you want.
You can align the content several ways too using the align embed parameter.
You can adjust these in your embed code. There are also options in the FlashPro publish settings (when you click on the HTML Wrapper Format), or you can use an online tool like: http://embed-swf.org/embed-swf.php
We are developing a responsive site where we allow a user to upload images.
We preserve the original and then generate a thumbnail image to be served to users with lower resolutions.
The issue that has been raised is that when the image is switched in the logic for the smaller screen size there is a visible re-flow of the elements around it.
I am unsure how to prevent this as the images are of inconsistent height so cannot set an initial height on the containing element.
Any ideas would be appreciated.
I looked at this:
http://andmag.se/2012/10/responsive-images-how-to-prevent-reflow/
But it seems to be only for scenarios where we know the ratio i.e. 16:9, 4:3 etc
I assume your thumbnails have a fixed maximum size.
You can put your image inside a box with the maximum height/width set so the orientations (landscape, portrait, square) doesn't matter. This would give you fixed whitespace around your image.
You can also generate this whitespace in the thumbnail giving you a fixed width/height in all your images.
Having trouble scaling with . It seems to make sense to code up a drawing in canvas to a fixed size (ie 800x600) then scale it for specific locations - but sizing occurs in 4 places: 1) in the context definition (ie ctx.width = 800 2) with ctx.scale; 3) in html with
I can scale it with ctx.scale(0.25,0.25) and use but this doesn't appear right - it seems to want the scale to be proportional.
css sizing simply makes it fuzzy so not a good way to go. Any ideas?
Actually, you can resize a canvas using stylesheets. The results may vary across browsers as HTML5 is still in the process of being finalized.
There is no width or height property for a drawing context, only for canvas. A context's scale is used to resize the unit step size in x or y dimensions and it doesn't have to be proportional. For example,
context.scale(5, 1);
changes the x unit size to 5, and y's to 1. If we draw a 30x30 square now, it will actually come out to be 150x30 as x has been scaled 5 times while y remains the same. If you want the logo to be larger, increase the context scale before drawing your logo.
Mozilla has a good tutorial on scaling and transformations in general.
Edit: In response to your comment, the logo's size and canvas dimensions will determine what should be the scaling factor for enlarging the image. If the logo is 100x100 px in size and the canvas is 800x600, then you are limited by canvas height (600) as its smaller. So the maximum scaling that you can do without clipping part of the logo outside canvas will be 600/100 = 6
context.scale(6, 6)
These numbers will vary and you can do your own calculations to find the optimal size.
You could convert the logo to svg and let the browser do the scaling for you, with or without adding css mediaqueries.
Check out Andreas Bovens' presentation and examples.
You can resize the image when you draw it
imageobject=new Image();
imageobject.src="imagefile";
imageobject.onload=function(){
context.drawImage(imageobject,0,0,imageobject.width,imageobject.height,0,0,800,600);
}
The last 2 arguments are the width an height to resize the image
http://www.w3.org/TR/html5/the-canvas-element.html#dom-context-2d-drawimage
If you set the element.style.width and element.style.height attributes (assuming element is a canvas element) you are stretching the contents of the canvas. If you set the element.width and element.height you are resizing the canvas itself not the content. The ctx.scale is for dynamic resizing whenever you drawing something with javascript and gives you the same stretching effect as element.style.