在Flash CS5.5中,我想为iPhone和iPhone4发布。我的舞台需要为 640x960 吗?
据我了解,在 Air for IOS 设置中,您可以将分辨率设置为“高”。然而,当我这样做并在我的 3gs 和 iphone4 上安装该应用程序时,结果是不同的。
我想知道设置项目的正确方法是什么,以及发布项目以适应两种分辨率设备的正确方法。
- fla 中的舞台尺寸
- 我的 stageScaleMode 应设置为多少?
- 还有什么我应该做的吗?
I understand that in the Air for IOS settings you can set the Resolution to High. However, when I do, and I install the app on my 3gs and my iphone4, the results are different.
I'd like to know what is the proper way of setting up a project, and the proper way of publishing it to suite both resolution devices.
- Stage Dimensions in the fla
- What should my stageScaleMode be set to?
- Is there anything else I should be doing?
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我自己的问题的简短答案是这样的...
阅读 Renaun Erickson 的帖子。他解释得很好。
长答案。
在我的情况下,(实际上永远不会提交到应用程序商店)因为我没有矢量资产的奢侈,在运行时动态缩放不会产生好的结果结果。我最终使用了以下...
这在大多数情况下并不理想,不建议这样做。
建议在 Vector 中创建所有资源,然后使用 flash 的 screenResolutionX & screenResolutionY,您可以在运行时缩放资产。
关于这个主题,还有更多的内容可以找到,我会的,但这让我完成了必须做的快速而肮脏的工作。
The short answer to my own question is this...
read Renaun Erickson's post. He explains nicely.
The long answer.
In my situation, (never actually going to be submitted to app store) because I don't have the luxury of vector assets, scaling dynamically at runtime is not going to produce good results. I ended up using the following...
This is not ideal in most situations and It is not recommended.
Recommended would be to create all of your assets in Vector, then using flash's screenResolutionX & screenResolutionY, you can scale assets at runtime.
This is much more to find on the subject, and I will but this got me through the quick and dirty job I had to do.
对于流动/液体布局,我根据舞台宽度和高度更新显示:
您还可以定位 iPad 并使用相同的 IPA 处理全屏。
舞台比例模式应该是无比例:
For flow / liquid layout, I update display based upon stage width and height:
You can also target iPad and handle full-screen with the same IPA.
Stage scale mode should be no scale: