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                本站文章均為[?李華明Himi?](http://www.himigame.com/about-himi)原創,轉載務必在明顯處注明: 轉載自[【黑米GameDev街區】](http://www.himigame.com/)?原文鏈接:?[http://www.himigame.com/cocos2dx-v2-0/997.html](http://www.himigame.com/cocos2dx-v2-0/997.html "【Cocos2d-X(2.x)") [? 點擊訂閱 ?](http://list.qq.com/cgi-bin/qf_invite?id=acfc24e272cc4a26debf3b3866edb626a9ea3fc80fd8893c)?本博客最新動態!及時將最新博文通知您! 前段時間cocos2dx更新了最新版本cocos2d-2.0-x-2.0.2,也從這個版本開始對于資源加載與管理都改變了策略。 在之前的加載方式都是通過沿用與cocos2d-iphone一樣的加載資源方式,對于圖片名后添加-hd,-ipad,-ipadhd方式,當用戶開啟項目的高清視網膜后就可以默認尋找對應的資源。但是從cocos2d-2.0-x-2.0.2版本開始,資源加載策略不在如此了。 最新資源加載策略的機制如下: 首先從CCFileUtils的setResourceDirectory設置的目錄中去尋找,如果找不到則會Resources/目錄下找。 例如: 1)? 設置目錄: CCFileUtils::sharedFileUtils()->setResourceDirectory(“abc”); 當創建一個精靈時: CCSprite * spr = CCSprite::create(“himi.png”); Cocos2dx首先會到Resources/abc目錄下尋找“himi.png”,如果找不到將回到Resources目錄下尋找“himi.png”。 因此我們一般在AppDelegate.cpp的applicationDidFinishLaunching函數中打開高清視網膜后,添加如下代碼: ~~~ TargetPlatform target = getTargetPlatform();//獲取當前設備類型 if (target == kTargetIpad){//如果是Ipad if (pDirector->enableRetinaDisplay(true)){ //如果開啟高清視網膜 CCFileUtils::sharedFileUtils()->setResourceDirectory("../ipadhd"); }else { CCFileUtils::sharedFileUtils()->setResourceDirectory("../ipad"); } }else if (target == kTargetIphone) {//如果是iphone if (pDirector->enableRetinaDisplay(true)) { CCFileUtils::sharedFileUtils()->setResourceDirectory("../hd"); } } ~~~ 項目默認目錄為Resources,這里Himi創建的hd、ipadhd、ipad的文件夾與Resources同一級,所以這里設置目錄為”../hd” ,”../ipad”,”../ipadhd” 附: ??? 設備枚舉變量如下: ????? kTargetWindows:?? window系統 ????? kTargetLinux:? linux系統 ????? kTargetMacOS:? mac os系統 ????? kTargetAndroid:?? Android系統 ????? kTargetIphone: iOS系統-iphone&itouch ????? kTargetIpad:????? iOS系統-Ipad ????? kTargetBlackBerry:?? 黑莓系統 Himi項目目錄如下圖3.14.3.1所示: [![](https://box.kancloud.cn/2016-03-31_56fcd02822841.png "1")](http://www.himigame.com/wp-content/uploads/2012/09/1.png) 圖3.14.3.1? 項目目錄 ?
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