Ah, I'm using the 0.3.1 beta but I could give the SVN version a try.
I had initially tried a resizable window like you suggest before
attempting this whole viewport idea.  The problem I encountered there
was that when I resized the window, I would get this weird grid-like
effect around all my tiles.  In order to stop that, I used the
"do_not_scale" flag, but obviously then it doesn't scale at all.
Also, the viewport example can scale without actually filtering so it
looks purposely pixelated, which is also cool.

P.S. I just noticed you guys added a parallax argument to the
ScrollingLayer class in the 0.3.1 beta, which is awesome.  Granted,
it's really simple to do, but now I don't have to do it myself.  :)

On May 18, 1:10 pm, devon <[email protected]> wrote:
> Are you using the svn cocos or 0.3? There were some fixes to the
> scrolling manager in svn as well as some aspect ratio fixes when you
> resize the window.
>
> Also, I'm not entirely sure what you are trying to do. If you just
> want a low res pixel art game you can set the initial resolution low
> and it will stretch it to fill the screen when you go to fullscreen or
> resize the window.
>
> director.director.init( width=320, height=240, resizable=True )
>
> On May 18, 8:29 am, Dorkmaster Flek <[email protected]> wrote:
>
>
>
> > Actually, I tried to handle that by replacing the original height/
> > width in the director, and the scrolling manager rendered the correct
> > area of the tiled map, however it doesn't actually scroll correctly.
> > It behaves as if I started with a window of my target size, but I
> > resized the window to my screen size.  The view_h and view_w
> > properties of my scrolling manager are set to my target resolution
> > when it is initialized, so there must be something else deeper
> > inside.  I'll take a look around when I get home and see what I can
> > find; I'm at work right now.  It seems I'm on the right track, I just
> > need to get the scrolling manager working entirely with the target
> > resolution.
>
> > One other question though; The overriding of the director's on_draw
> > method seems ugly to me.  Is there a clean way to subclass the
> > director to make my adjustments in that fashion?  The issue being that
> > the director is already instantiated when you import the module.  If I
> > replace director.director with an instance of my subclass, will the
> > other modules pick it up?
>
> > --
> > 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 
> > athttp://groups.google.com/group/cocos-discuss?hl=en.
>
> --
> 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 
> athttp://groups.google.com/group/cocos-discuss?hl=en.

-- 
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.

Reply via email to