iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?
- by fuzzlog
All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app".
My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)?
Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?