在 xcode 中处理不同的屏幕尺寸

dealing with different screen sizes in xcode

我有一款 iPhone 游戏,最初是为 iPhone 6 开发的,在 iPhone 5 sim 卡上玩时它运行良好,但在 iPhone 上玩时4 sim 两侧被拉长了?!?我从左侧和右侧生成的节点在屏幕上生成,而不是像 iPhone 6 和 5 那样在屏幕外生成。 (请不要说这是重复的,因为我一直在寻找如何处理不同 iPhones 的周)

我在 y 轴上随机生成了从左侧和右侧射入的箭头。它们在屏幕外生成,然后在屏幕上缓慢移动,而不是在屏幕上快速移动,但在 iPhone 4 上,箭头在屏幕上生成。这是其中一个箭头的代码

-(void) leftArrow
{
    int randomY = arc4random() % (675 - 175);
    int yPoint = randomY + 175;
    leftArrow = [SKSpriteNode spriteNodeWithImageNamed:@"arrow"];

    leftArrow.size = CGSizeMake(leftArrow.size.width/1.2, self.frame.size.height/22);
    leftArrow.position = CGPointMake(CGRectGetMidX(self.frame) - 230, yPoint);
    leftArrow.zPosition = 50;
    leftArrow.alpha = 1;

    SKAction* action1 = [SKAction moveToX:leftArrow.position.x + 30 duration:0.5];
    SKAction* wait = [SKAction waitForDuration:0.75];
    SKAction* action2 = [SKAction moveToX:leftArrow.position.x + 470 duration:1.5];
    SKAction* sequence = [SKAction sequence:@[action1,wait,action2,destroy]];

    [self addChild:leftArrow];
    if (deadDown == 1 || deadUp == 1 || didIntersect == true)
    {
        [leftArrow runAction:destroy];
    }
    else
    {
        [leftArrow runAction:sequence completion:^{
            if (ii != 1)
            {
                if (didIntersect != true)
                {
                    score++;
                    if (score == 100)
                    {
                        backgroundScore.fontSize = 300;
                        backgroundScore.position = CGPointMake(backgroundScore.position.x, backgroundScore.position.y + 30);
                }
                strFromInt = [NSString stringWithFormat:@"%d",score];
                backgroundScore.text = strFromInt;
                }
            }
        }];
    }
}

我也在我的 didmovetoview 函数中使用这个

self.scaleMode = SKSceneScaleModeAspectFill;

尝试使用比例而不是实际尺寸。所有 iOS 设备的宽度和高度都不同。

改变这个

leftArrow.position = CGPointMake(CGRectGetMidX(self.frame) - 230, yPoint);

像这样

leftArrow.position = CGPointMake(CGRectGetMidX(self.frame) - self.frame.size.width / 2, yPoint);

我只能猜它应该做什么,但请尝试更改它

int randomY = arc4random() % (675 - 175);
int yPoint = randomY + 175;

为此:

int randomY = arc4random() % (self.frame.size.height - self.frame.size.height / 4);
int yPoint = randomY + self.frame.size.height / 4;

此外,我建议您更改这些:

change those "30" and "470"

SKAction* action1 = [SKAction moveToX:leftArrow.position.x + 30 duration:0.5];

SKAction* action2 = [SKAction moveToX:leftArrow.position.x + 470 duration:1.5];

主要问题是处理与图像资源和屏幕对象坐标相关的各种屏幕尺寸。

我的解决方案是像编写 iPhone 6 plus 一样编写代码。将所有图像设为 @3x 大小,并将屏幕布局坐标设置为 iPhone 6 屏幕尺寸。

只需一些代码,我就能为 iPhone 6 plus、6、5 和 4 屏幕尺寸获得统一的布局。我已经包含了每一个的屏幕截图。角色图像为 300x300。 2 个按钮图像为 100x100。

static const float kIphone6PlusScaleFactorX = 1.0;
static const float kIphone6PlusScaleFactorY = 1.0;
static const float kIphone6ScaleFactorX = 0.9;
static const float kIphone6ScaleFactorY = 0.9;
static const float kIphone5ScaleFactorX = 0.772;
static const float kIphone5ScaleFactorY = 0.772;
static const float kIphone4ScaleFactorX = 0.772;
static const float kIphone4ScaleFactorY = 0.652;

#import "GameScene.h"

@implementation GameScene {
    float scaleFactorX;
    float scaleFactorY;

    SKSpriteNode *node0;
    SKSpriteNode *node1;
    SKSpriteNode *node2;
    SKLabelNode *label0;
}

-(void)didMoveToView:(SKView *)view {
self.backgroundColor = [SKColor blackColor];

    if(view.frame.size.height == 736) {
        NSLog(@"iPhone 6 plus");
        scaleFactorX = kIphone6PlusScaleFactorX;
        scaleFactorY = kIphone6PlusScaleFactorY;
    }
    if(view.frame.size.height == 667) {
        NSLog(@"iPhone 6");
        scaleFactorX = kIphone6ScaleFactorX;
        scaleFactorY = kIphone6ScaleFactorY;
    }
    if(view.frame.size.height == 568) {
        NSLog(@"iPhone 5");
        scaleFactorX = kIphone5ScaleFactorX;
        scaleFactorY = kIphone5ScaleFactorY;
    }
    if(view.frame.size.height == 480) {
        NSLog(@"iPhone 4");
        scaleFactorX = kIphone4ScaleFactorX;
        scaleFactorY = kIphone4ScaleFactorY;
    }

    node0 = [SKSpriteNode spriteNodeWithImageNamed:@"Pic"];
    node0.position = CGPointMake(self.size.width/2, self.size.height/2);
    [node0 setScale:scaleFactorX];
    [self addChild:node0];

    node1 = [SKSpriteNode spriteNodeWithImageNamed:@"button0"];
    node1.position = CGPointMake(100*scaleFactorX, 100*scaleFactorY);
    [node1 setScale:scaleFactorX];
    [self addChild:node1];

    node2 = [SKSpriteNode spriteNodeWithImageNamed:@"button1"];
    node2.position = CGPointMake(314*scaleFactorX, 100*scaleFactorY);
    [node2 setScale:scaleFactorX];
    [self addChild:node2];

    label0 = [SKLabelNode labelNodeWithFontNamed:@"HelveticaNeue-Bold"];
    label0.text = @"Big Game Menu";
    label0.fontSize = 48*scaleFactorX;
    label0.fontColor = [SKColor whiteColor];
    label0.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    label0.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    label0.position = CGPointMake(207*scaleFactorX,690*scaleFactorY);
    [self addChild:label0];
}

iPhone 4

iPhone 5

iPhone 6

iPhone 6 加

请注意,文本标签不仅按字体大小而且按位置正确缩小。

您还可以使用上述逻辑生成与屏幕尺寸相关的节点。

供您参考,我确实在我的 GameViewController 中使用了标准代码,因为我发现使用更简单的版本更容易。这是我用来展示我的 SKView 的代码:

- (void)viewDidLoad {
    [super viewDidLoad];

    SKView * skView = (SKView *)self.view;
    SKScene *scene = [GameScene sceneWithSize:skView.bounds.size];
    scene.scaleMode = SKSceneScaleModeAspectFill;
    [skView presentScene:scene];
}

从 iPhone 5 或 6 移动到 4 时,屏幕宽高比从 16:9(5 和 6)变为 4:3(iPhone 4 ).在没有图像失真的情况下,您的选择是使用 SKSceneScaleModeAspectFill(您是)或 SKSceneScaleModeAspectFit。来自 Apple 文档:

SKSceneScaleModeAspectFill“....这保证运行视图的整个区域都被填充,但可能会导致部分场景被裁剪。”

SKSceneScaleModeAspectFit“......这保证整个场景可见,但可能需要在视图中使用信箱。”

我 运行 遇到了类似的问题,并为 4:3 设备 (iPhone 4/iPad) 重新创建了单独的图像,因为以上两个选项都没有给我我想要的。