I am using cocostudio and exporting a scene from it where it exports a .plist ,.png and a .json file.The scene is working fine in iphone retina 3.5 inch but the scaling is not perfect in ipad and iphone.How to we control scaling while using .json and importing a complete scene uin diffrent devices in the init function I am writing
CCNode *pFishJoyScene = SceneReader::sharedSceneReader()->createNodeWithSceneFile("FishJoy2.json");
this->addChild(pFishJoyScene);
cocos2d::extension::ActionManager::shareManager()->playActionByName("startMenu_1.json","Animation1");
Earlier I used to use CCSize winsize=CCDirector::sharedDirector()->getwinSize();.While using this I used to scale all the things.
But in case of json we dont need to write this as we are creating a scene in cocostudio.Please tell me how to control the scaling in different devices while using .json
I have taken sample examples from https://github.com/chukong/CocoStudioSamples
I run a project named in the above sample DemoFishingjoy.If you run this sample project in different devices it will lead to scaling problems.Please help
Well the answer is that whatever i take whether its a scene or anything i take it in a node.Just scale the node and everything will be perfect.For example
CCNode *pFishJoyScene = SceneReader::sharedSceneReader()->createNodeWithSceneFile("FishJoy2.json");
this->addChild(pFishJoyScene);
cocos2d::extension::ActionManager::shareManager()->playActionByName("startMenu_1.json","Animation1");
CCSprite *bg=CCSprite::create("startMenuBG.png");
float rX=winSize.width/bg->getContentSize().width;
float rY = winSize.height/bg->getContentSize().height;
pFishJoyScene->setScaleX(rX);
pFishJoyScene->setScaleY(rY);
Then you will see in any device that it works perfect