On Mon, May 17, 2010 at 11:08 PM, Dorkmaster Flek <[email protected]>wrote:
> Hi all, > > Just wanted to say that I recently started fooling around with Pyglet > and Cocos, and I really like it! I really like how lightweight it is > compared to Pygame, which I also tried out when I decided to try > making a simple 2D game. Anyway, since Pyglet doesn't let you change > the screen resolution when running full screen, I'm trying to find a > way to simulate the effect of rendering a low resolution pixel-art > style game. There's a FAQ post on the Pyglet board about it here: > > > http://groups.google.com/group/pyglet-users/web/issues-with-full-screen-resolution > > The example they provide about how to render to a fixed resolution is > cool, but I'm having trouble integrating something like this with > Cocos. I basically overrided the on_draw event handler in the > director to wrap the original one between the begin() and end() > functions of the viewport, and that seems to work, but my issue now is > that the ScrollingManager with my scrolling tile layer still thinks > it's rendering in the normal (relatively giant) screen size and it > doesn't scroll properly. Is there a better way to get this effect in > Cocos at all? > > I suspect you will need to subclass ScrollingManager, replacing director.director.get_window_size() with the appropriate fake size. if you can coble up a small example, maybe we can help more. -- claudio -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
