managing images in an iphone/ipad universal app
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Published on 2010-05-09T07:08:48Z
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2010/05/09
7:18 UTC
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Hi, I'm just curious as to what methods people are using to dynamically use larger or smaller images in their universal iPhone/iPad apps.
I created a large test image and I tried scaling down (using cocos2d) by 0.46875. After viewing that in the iPhone 4.0 simulator I found the results were pretty crappy... rough pixel edges, etc. Plus, loading huge image files for iPhone users when they don't need them is pretty lame.
So I guess what I will probably have to do is save out two versions of every sprite... large (for the iPad side) and small (for iPhone/iPod Touch) then detect the user's device and spit out the proper sprite like so:
NSString *deviceType = [UIDevice currentDevice].model;
CCSprite *test;
if([deviceType isEqualToString:@"iPad"]) {
test = [CCSprite spriteWithFile:@"testBigHuge.png"];
} else {
test = [CCSprite spriteWithFile:@"testRegularMcTiny.png"];
}
[self addChild: test];
How are you guys doing this? I'd rather avoid sprinkling all of my code with if statements like this. I want to also avoid using .xib files since it's an OpenGL-based app.
Thanks!
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