Keeping Aspect Screen Ratio While Stays in Center
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David Dimalanta
on Game Development
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Published on 2012-11-28T03:49:46Z
Indexed on
2012/12/04
11:31 UTC
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I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded:
When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded:
Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this:
Here is my code using the suggested screen aspect ratio code:
Class' Field
// Ingredients Needed for Screen Aspect Ratio
private static final int VIRTUAL_WIDTH = 720;
private static final int VIRTUAL_HEIGHT = 1280;
private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT);
private Camera Mother_Camera;
private Rectangle Viewport;
render()
// Camera updating...
Mother_Camera.update();
Mother_Camera.apply(Gdx.gl10);
// Reseting viewport...
Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height);
// Clear previous frame.
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
show()
Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height?
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