I use cocos2d 1.1, xCode 4.5 for my game's progect. I would like to recode my game for support the iPhone 5. But I faced with problem: cocos2d 1.1 can't detected sprite for retina 4 inch.
Default-568h@2x.png - work fine, but the game's sprites appears as *-hd.png. It seems cocos2d 1.1 can detected just *-hd.png, however I added the sprites *-568h@2x.png.
Sorry for my English.
The solving of this problem is in CCFileUtils.m file as written below sergio.
I did the little changes in method +(NSString*) getDoubleResolutionImage:(NSString*)path
+(NSString*) getDoubleResolutionImage:(NSString*)path
{
#if CC_IS_RETINA_DISPLAY_SUPPORTED
if( CC_CONTENT_SCALE_FACTOR() == 2 )
{
NSString *pathWithoutExtension = [path stringByDeletingPathExtension];
NSString *name = [pathWithoutExtension lastPathComponent];
NSString *extension = [path pathExtension];
if( [extension isEqualToString:@"ccz"] || [extension isEqualToString:@"gz"] )
{
extension = [NSString stringWithFormat:@"%@.%@", [pathWithoutExtension pathExtension], extension];
pathWithoutExtension = [pathWithoutExtension stringByDeletingPathExtension];
}
CGFloat screenHeight = [UIScreen mainScreen].bounds.size.height;
if ([UIScreen mainScreen].scale == 2.f && screenHeight == 568.0f)
{
if( [name rangeOfString:CC_RETINA4_DISPLAY_FILENAME_SUFFIX].location != NSNotFound ) {
CCLOG(@"cocos2d: WARNING Filename(%@) already has the suffix %@. Using it.", name, CC_RETINA4_DISPLAY_FILENAME_SUFFIX);
return path;
}
NSString *retinaName = [pathWithoutExtension stringByAppendingString:CC_RETINA4_DISPLAY_FILENAME_SUFFIX];
retinaName = [retinaName stringByAppendingPathExtension:extension];
if( [__localFileManager fileExistsAtPath:retinaName] )
{
return retinaName;
}
}
if( [name rangeOfString:CC_RETINA_DISPLAY_FILENAME_SUFFIX].location != NSNotFound ) {
CCLOG(@"cocos2d: WARNING Filename(%@) already has the suffix %@. Using it.", name, CC_RETINA_DISPLAY_FILENAME_SUFFIX);
return path;
}
NSString *retinaName = [pathWithoutExtension stringByAppendingString:CC_RETINA_DISPLAY_FILENAME_SUFFIX];
retinaName = [retinaName stringByAppendingPathExtension:extension];
if( [__localFileManager fileExistsAtPath:retinaName] )
{
return retinaName;
}
CCLOG(@"cocos2d: CCFileUtils: Warning HD file not found: %@", [retinaName lastPathComponent] );
}
#endif // CC_IS_RETINA_DISPLAY_SUPPORTED
return path;
}
and also add in file ccConfig.h
#ifndef CC_RETINA4_DISPLAY_FILENAME_SUFFIX
#define CC_RETINA4_DISPLAY_FILENAME_SUFFIX @"-568h@2x"
#endif
If someone have a notice, please write
As far as I know, there is no general support in Cocos2D 2.x for iPhone 5 -568h@2x images.
The only iPhone 5 specific support that was added to cocos2D 2.1 concerns the addition of a Default-568h@2x.png
image to the Xcode template. Read the ChangeLog for details.
On the other hand, it is also true that in UIKit
too there is no support for "-568h@2x images", so I don't think that cocos2D is going to add one.
On a more conceptual level, I understand that the general approach to supporting iPhone 5 resolution is not at the bitmap level (i.e., providing differently scaled images), rather at the layout level (i.e., changing the disposition or sizes of non-image UI elements). (If you think about it, we already have to manage x1 and x2 images, both for iPhone and iPad: this means 4 different versions for each image; adding another dimension to this would be crazy.)
If your app really does need using scaled images, then I guess you are on your own both when using UIKit and when using cocos2D.
On the bright side, if you give a look at CCFileUtils.h
you can easily change it so that it supports the -568h@2x
. If you want a discussion of this, have a look at this blog post which describes an analogous change but for the iPad 3. It might help you in building your own solution.