Reputation: 82341
I am going to play around with making an XNA game.
The windows store has two base resolutions it reccommends you support: 1024x768 and 1366x768
But after that there are no restrictions.
The common advice is to use a ViewBox that will scale your content for you.
But an XNA game does not have a viewbox. It has a draw method where you render your content.
What is the common way for Games (XNA or DirectX) to adapt to different resolutions?
I would rather not have to make images for each and evey resolution out there. It would be a lot of work and I am bound to miss some.
Is there a better way?
Upvotes: 1
Views: 1559
Reputation: 7297
There are two different approachs I read in a tutorial:
Of course you can mix both: Resize everything as long as it can still be in the same aspect ratio (e.g. 4:3 or 16:9) and then show more or less background / surroundings.
You can also decide to display black content instead of the more surroundings, if it is important for everyone to have exactly the same sight (e.g. due to fairness), but in such a case it might be a better idea to use fog of war to reduce sight.
Upvotes: 1
Reputation: 4096
GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width
and.Height
will give you the current desktop resolution.
Then you can update Game.GraphicsDevice.Viewport
variables to use these settings.
The above code usually goes in Game1.cs constructor
The link provided then documents one technique that makes your sprites, backgrounds etc look correct independently of the resolution(the theory should be sound if the code is not 100% up to date)
http://msdn.microsoft.com/en-us/library/bb447674%28v=xnagamestudio.10%29.aspx
Upvotes: 6