Well, CCNode has a Scale property so you can do something like:
if(![MyApp isIPad]){ [myScene Scale:iPadToiPhoneScale]; }
but you should not really do such things (not even sure if this will work).
In AppDelegate, you need to check whether you are working on an iPad or iPhone and downloading the correct resources (for example, previously reduced sprites).
Then, when creating your scenes instead of positioning your CCNodes in absolute positioning:
[back setPosition:ccp(160, 240)]
put them in relative positioning:
[back setPosition:ccp(0.5*[MyApp deviceWidth], 0.5*[MyApp deviceHeight])];
where MyApp will have a bunch of static helpers that will bring back device capabilities.
Even better, why not something like:
CGPoint convertedPosition = [MyApp convertForDevice:ccp(160, 240)]; [back setPosition:convertedPosition];
Hope this helps.
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