cocos2dx android 画面サイズ問題
■ まず知識としてsetDesignResolutionSize
http://hiratti41.blogspot.jp/2012/10/cocos2d-xsetdesignresolutionsize.html
http://temptation-dog.hatenablog.com/entry/2013/06/15/181958
■ 端末がAndroidか判断し、Androidならば解像度を変える
AppDelegate.cpp
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); //プラットフォームがAndroidかiPhoneか判断 TargetPlatform platform = CCApplication::sharedApplication()->getTargetPlatform(); //Android if (platform != kTargetIphone && platform != kTargetIpad){ //Andoridの場合解像度変える CCEGLView::sharedOpenGLView()->setDesignResolutionSize(640, 940, kResolutionExactFit); } // turn on display FPS pDirector->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60);
参考)
http://www.slideshare.net/megmegfive/vol4-13446073
http://gaomar.blog.fc2.com/blog-entry-5.html
http://koheizidaigorou.blog.fc2.com/blog-entry-81.html