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

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