Running corona game on landscape mode will scale the images as they are portrait ...
in config.lua setting I put
display.contentHeight == 320
display.contentWidth == 480
Corona does NOT automatically change scale, positon etc, of images in your scene to adapt to the change in orientation. You must write code to handle the orientation change.
I couldn't find any official docs that provide a tutorial regarding this topic but I did find a helpful YouTube Video https://www.youtube.com/watch?v=RKJs9kCxz48
I'm sure there are other helpful videos available too.
Helpful link about orientation change events: https://docs.coronalabs.com/api/event/orientation/index.html
Related
When creating my game in spriteKit I used the game size 1080x1920. Now however If I am to run it on Ipad it looks bizarre. Is there an easy fix? I am simply worried that my app will get rejected. Thank you in advance?
Its quite a commonly asked question.
What we usually do in SpriteKt is to give the SKScene a fixed size and let SpriteKit do the scaling for you on different devices.
So basically we have 2 ways to do it correctly
1) Set scene size to iPad (e.g 1024x768 -landscape, 768x1024 - portrait). This was the default setting in Xcode 7.
You than usually just have/show some extra background at the top/bottom (landscape) or left/right (portrait) on iPads which gets cropped on iPhones.
Examples of games that show more on iPads / crop on iPhones:
Altos Adventure, Leos Fortune, Limbo, The Line Zen, Modern Combat 5.
2) Apple changed the default scene size in xCode 8 to iPhone 6/7 (750*1334-Portait, 1334*750-Landscape). This setting will crop your game on iPads.
Examples of games that show less on iPads:
Lumino City, Robot Unicorn Attack
Choosing between those 2 options is up to you and depends what game you are making.
Regardless of scene size scale mode is usually best left at .aspectFill or .aspectFit, again depending on what you prefer and need (e.g cropping with aspectFill or black bars with aspectFit)
You would use the Universal asset slot and/or device specific images. This way you will have a consistent experience on all devices
Spritekit scale full game to iPad
How to make SKScene have fixed width?
Hope this helps
When you present the scene's you also set the aspect ratio.
example :
if let scene = SKScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
There are 4 different aspect radios you can set
aspectFit
aspectFill
fill
resizeFill
You can find out about the 4 different types here in the apple documents.
It looks to me that you currently have it set to aspectFill but you would be better off using aspectFit. This will create a black bar on the top and bottom on some devices but it will keep the aspect ratio the same.
If you want it to look good on all devices(no black bar) you would need to check which device it is running on then update the size and position of your sprites accordingly.
Whenever scenes are hard coded, (not made within the editor) using .resizeFill will ensure that the width AND height of the scene ALWAYS conform to the view. So your game will scale correctly on any device. For scenes that are made within the editor, this is not the case.
Personally, I hardcoded all the levels in my game "Astro Path" (it's on the app store for reference) and used .resizeFill so it would scale correctly on any device without any cropping or black bars. (who wants that stuff yuck) For my title screens, I used:
.aspectFill on iPhone
.fill on iPad
because they were designed within the editor. I checked for the current device using: if UIDevice.current.userInterfaceIdiom == .pad { do w/e }
I'm relatively new to swift programming. I have made an app where I didn't use SpriteKit and I would size most views by scaling down the images to a multiple of the screens width and height. Not sure if this is the best tactic, but it worked and I was able to build an app that looked good on all devices.
With spritekit and the scene.sks files, I don't have the option of auto-layouts to size my sprites like I did before. There isn't a lot of content about universal apps online, so I'm struggling to find a solution.
My question is how do I go about sizing objects and making sure my scenes look the same across different devices?
If you have a good example that could explain this that would be very helpful. Thank you!
What we usually do in SpriteKt is to give the SKScene a fixed size and let SpriteKit do the scaling for you on different devices.
So basically we have 2 ways to do it correctly
1) Set scene size to iPad (e.g 1024x768 -landscape, 768x1024 - portrait). This was the default setting in Xcode 7.
You than usually just have/show some extra background at the top/bottom (landscape) or left/right (portrait) on iPads which gets cropped on iPhones.
Examples of games that show more on iPads / crop on iPhones:
Altos Adventure, Leos Fortune, Limbo, The Line Zen, Modern Combat 5.
2) Apple changed the default scene size in xCode 8 to iPhone 6/7 (750*1334-Portait, 1337*750-Landscape). This setting will crop your game on iPads.
Examples of games that show less on iPads:
Lumino City, Robot Unicorn Attack
Choosing between those 2 options is up to you and depends what game you are making. I usually prefer to use option 1 and show more background on iPads.
Regardless of scene size scale mode is usually best left at the default setting of .aspectFill.
You would use the Universal asset slot and/or device specific images. This way you will have a consistent experience on all devices
Spritekit scale full game to iPad
How to make SKScene have fixed width?
Hope this helps
I want to make a landscape app to be universal, so that the sprite nodes scale proportionally to whatever view size is running the app. I'd like an entirely programmatic solution because I don't like the IB.
My game is pretty simple, and I don't need scrolling or zooming of any kind, so the whole game will always be present and take up the entire view.
Is it possible that what I'm looking for is to change the size of the scene to always fit the view? If so, can you explain this thoroughly because I've tried changing this section of my view controller
if let scene = GameScene(fileNamed:"GameScene")
to be the constructor method that takes size as a parameter but Xcode doesn't like that.
Things I've tried
Using fractions of self.view.bounds.width/height. This usually makes all iPhones look good, but on iPads stretches and skews nodes and the boundary box around thew view.
Changing the scaleMode among all four types. I'd like to keep good practice and feel like .AspectFill (default) is the one I should make my app work with, but open to suggestions. Note; I don't want black edges on any device, just the entire view displayed/scaled proportionally.
Applying programmatic constraints. Now I'm fairly new to this and don't understand constraints completely, but no tutorials I've seen even from RayWenderlich talk about constraints on nodes so I didn't delve to deep in this.
Using a method like this to convert points among views. This actually worked pretty well for point positioning of nodes, and if possible I would like this method to work out, but then I still have the problem of sizes of nodes. Also when I build for iPad with this method the view seems to start off as portrait and the nodes look fine but then I have to manually switch it to landscape and the sprites and view boundaries once again get messed up. Here's the method:
func convert(point: CGPoint)->CGPoint {
return self.view!.convertPoint(CGPoint(x: point.x, y:self.view!.frame.height-point.y), toScene:self)
}
Countless vid tutorials on RW and everywhere else on internet.
Thanks in advance! I appreciate the help. I know this topic is weird because a lot of people ask questions about it but everyone's situation seems to be different enough that one solution doesn't fit all.
I initially tried to do the scaling myself with 2 games and it was just madness (scene size = view size or scene scale mode = .ResizeFill). You have to adjust all values e.g font size, sprite sizes, impulses etc for all devices and it will never be consistent.
So you have 2 options basically
1) Set scene size to 1024X768 (landscape) or 768x1024 (portrait). This was the default setting in Xcode 7.
You than usually just have/show some extra background at the top/bottom (landscape) or left/right (portrait) on iPads which gets cropped on iPhones.
Examples of games that show more on iPads / crop on iPhones:
Altos Adventure, Leos Fortune, Limbo, The Line Zen, Modern Combat 5.
2) Apple changed the default scene size in xCode 8 to iPhone 6/7 (7501334-Portait, 1337750-Landscape). This setting will crop your game on iPads.
Examples of games that show less on iPads:
Lumino City, Robot Unicorn Attack
Chosing between the 2 options is up to you and depends what game you are making. I usually prefer to use option 1 and show more background on iPads.
Regardless of scene size scale mode is usually best left at the default setting of .aspectFill.
To adjust specific things such as labels etc you can do it this way
if UIDevice.current.userInterfaceIdiom == .pad {
...
}
You can try the scene scaling yourself, create a new SpriteKit sample game project. Run on all iPhones and you will notice the HelloWorld label looks perfect on all devices.
Now change the default settings to scene size = frame or use .ResizeFill, the HelloWorld label is not scaled properly anymore on all devices.
As a side note, the line
if let scene = GameScene(fileNamed: "GameScene")
references the GameScene.sks file. You said you do everything programatically, therefore you can probably delete the GameScene.sks file and change the line to
let skView = view as! SKView!
let scene = GameScene(size: CGSize(width: 1024, height: 768)) // 768 x 1024 if portrait
Update:
I am now using a slightly different variant as I had problems adapting my game to iPhoneX. I set scene size to 1334x750 and use aspect fit as scale mode. I than run some code to remove the black bars if needed e.g. on iPads or iPhone X. It’s based on this great article (link no longer works).
http://endlesswavesoftware.com/blog/spritekit-skscene-scalemode/
I made an iPhone game a few months ago, and am now trying to port it as a universal app to both the iPad and iPhone 5 with Cocos2D. I was wondering if there was a simple-ish way to determine where an object should be placed based on the device running the game.
I could use if statements to figure out which device the game is running on, so when I get the correct sized images for the device I could have separate positions for each object, but it seems like there would be a maths formula which would allow me to use a lot less code. Obviously something like a full screen background is very simple, because it just needs to be centred with:
[background setPosition:CGPointMake(screenSize.width/2,screenSize.height/2)];
I haven't a clue how to adapt a button that would be X = 144 & Y = 330 on the old 3.5inch, 640 by 960 resolution iPhone to an iPad or iPhone 5 resolution.
I'm willing to use a more recent version of iOS if it will make my life easier, but because I'm not using any of Apple's objects I don't know if that is possible.
Maybe this isn't even possible because the button will be different sizes for the iPhone and iPad version, but I thought I would ask.
yeah, i am usually facing the same problem,
but if it is just a static objects placement
i would have relative coordinates instead of absolute for every object
and then use screen sizes to place them correctly
so you might want to use a function like:
-(CGPoint) relativeToScreen:(CGPoint) p {
return ccp(screenSize.width * p.x, screenSize.height * p.y)
}
where 0.0 <= p.x =< 1.0 and the same for p.y
and don't forget about your anchorPoint, because the node position is based on it as well
and i hope you have discovered that cocos2d already does image choosing instead of you,
you just have to set right suffixes for your images: -hd, -ipad, -ipadhd
For iphone5 resolution, I position hud buttons relative to the screen dimensions. Very similar to what you are doing for the background. So for example, a pause button I want in the top left I would position like this:
[pauseButton setPosition:CGPointMake(0.0f + 30.0f, screenSize.height - 50.0f)];
For ipad it gets really tricky. The lazy way which I have implemented is to play around with the content scale factor and zoom everything up and have "dead" borders to compensate for the ipad's screen ratio. Not the best, but at least you can re-use all the same assets for the ipad.
I have an app that I would like to have video capture for the front-facing camera only. That's no problem. But I would like the video capture to always be in landscape, even when the phone is being held in portrait.
I have a working implementation based on the AVCamDemo code that Apple published. And borrowing from the information in this tech note, I am able to specify the orientation. There's just one trick: while the video frame is oriented correctly, the contents still appear as though shot in portrait:
I'm wondering if I'm just getting boned by the physical constraints of the hardware: is the image sensor just oriented this way? The referenced tech note above makes this note:
Important: Setting the orientation on a still image output and movie
file output doesn't physically rotate the buffers. For the movie file
output, it applies a track transform (matrix) to the video track so
that the movie is rotated on playback, and for the still image output
it inserts exif metadata that image viewers use to rotate the image
properly when viewing later.
But my playback of that video suggests otherwise. Any insight or suggestions would be appreciated!
Thanks,
Aaron.
To answer your question, yes, the image sensor is just oriented that way. The video camera is an approx 1-megapixel "1080p" camera that has a fixed orientation. The 5MP (or 8MP for 4S, etc) still camera also has a fixed orientation. The lenses themselves don't rotate nor do any of the other camera bits, and hence the feed itself has a fixed orientation.
"But wait!", you say, "pictures I take with the camera app (or API) get rotated correctly. Why is that?" That's cuz iOS takes a look at the orientation of the phone when a picture is taken and stores that information with the picture (as an Exif attachment). Yet video isn't so flagged -- and each frame would have to be individually flagged, and then there's issues about what to do when the user rotates the phone during video....
So, no, you can't ask a video stream or a still image what orientation the phone was in when the video was captured. You can, however, directly ask the phone what orientation it is in now:
UIDeviceOrientation currentOrientation = [UIDevice currentDevice].orientation;
If you do that at the start of video capture (or when you grab a still image from a video feed) you can then use that information to do your own rotation of playback.