如何爲所有設備設置精靈大小?我用這對精靈:所有設備的精靈大小
final Display display = getWindowManager().getDefaultDisplay();
CAMERA_WIDTH = display.getWidth();
CAMERA_HEIGHT = display.getHeight();
Log.e(Integer.toString(CAMERA_WIDTH), Integer.toString(CAMERA_HEIGHT));
camera = new BoundCamera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED,
new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
facebook = BitmapTextureAtlasTextureRegionFactory.createFromAsset(
this.mBitmapTextureAtlas, this, "facebook.png", 0, 0);
mHardware1[active] = new Sprite(pX, pY, facebook,
this.getVertexBufferObjectManager());
但是當我與小屏幕設備上運行的遊戲,精靈大小保持不變。如何克服這一點?
如果您正在使用RatioResolutionPolicy那麼你不」不必爲此煩惱。 – Siddharth
m使用此最終顯示display = getWindowManager()。getDefaultDisplay(); \t \t CAMERA_WIDTH = display.getWidth(); \t \t CAMERA_HEIGHT = display.getHeight(); \t \t Log.e(Integer.toString(CAMERA_WIDTH),Integer.toString(CAMERA_HEIGHT)); \t \t camera = new BoundCamera(0,0,CAMERA_WIDTH,CAMERA_HEIGHT); \t \t回報新EngineOptions(真,ScreenOrientation.LANDSCAPE_FIXED, \t \t \t \t新RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),攝像頭); – raj
如果您想要在所有設備上獲得相同的結果,請在設計人員開發800x480或1024x600等圖形時使用CAMERA_WIDTH和CAMERA_HEIGHT。 – Siddharth