I figured something like that was probably required.  I'm looking
through the scrolling manager, but I didn't have time for it last
night.  Another advantage to it being so lightweight that I like is
being able to look through the source code and see how everything
works.  :)  Thanks Claudio!

On May 17, 11:24 pm, claudio canepa <[email protected]> wrote:
> 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-scre...
>
> > 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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