I am trying to set two SKSpriteNodes as boundaries(top / bottom) and anchor them to specific coordinates on the screen, so that when I switch from the iPhone 5 to the 6+, the boundaries are still in the same position. I also seem to be having a little trouble getting the node images to display properly. They are either zoomed in, or nonexistent on the screen.
Here is the code that I have so far:
let size = CGRect(x: 100, y: 98, width:200, height:271)
bottomRectangle = SKSpriteNode(imageNamed: "bottomRectangle")
bottomRectangle.anchorPoint = CGPointMake(0.5, 0.3) // bottom center anchor points
bottomRectangle = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
bottomRectangle.zPosition = 3
bottomRectangle.size.height = self.size.height
bottomRectangle.size.width = self.size.width
bottomRectangle.position = CGPoint(x: 0.5, y: 0.3)
bottomRectangle.physicsBody = SKPhysicsBody(edgeLoopFromRect: size)
self.addChild(bottomRectangle)
topRectangle = SKSpriteNode(imageNamed: "topRectangle")
topRectangle.anchorPoint = CGPoint(x:0.5,y:0.8) // top center anchor points
topRectangle.physicsBody = SKPhysicsBody(edgeLoopFromRect: size)
topRectangle.zPosition = 4
topRectangle.size.height = self.size.height
topRectangle.size.width = self.size.width
topRectangle.position = CGPoint(x: 0.5, y: 0.8)
self.addChild(topRectangle)
if let scene = GameScene(fileNamed:"GameScene"){
let skView = self.view as! SKView
scene.scaleMode = SKSceneScaleMode.ResizeFill
// Configure the view.
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = false
/* Set the scale mode to scale to fit the window */
scene.size = skView.bounds.size
skView.presentScene(scene)
}
Related
I'm using Xcode 11.4.1 and Swift 5.2.2, and I am trying cast a shadow using an SKLightNode onto a circular SKSpriteNode.
However, the shadow is cast over the rectangular frame of the SpriteNode rather than the circle image png that I am using.
This is the desired effect
This is what happens
In the first image, I am using a 611x611px circle png while in the second I am using a 612x612 png. I have found that this "corner shadow" happens only when using specific image dimensions to create the SpriteNode.
Specifically, through my testing, square images with size <688px and >601px display no corner shadow, except sizes exactly 612 and 608. I am testing this in a playground but the same problem occurs in a full xcodeproj.
What have I done wrong here? I doubt my code is the issue but here it is:
import PlaygroundSupport
import SpriteKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let background = SKSpriteNode(color: UIColor.blue, size: frame.size)
background.zPosition = 0
background.position = CGPoint(x: frame.midX, y: frame.midY)
background.lightingBitMask = 1
addChild(background)
let light = SKLightNode()
light.zPosition = 100
light.categoryBitMask = 1
light.falloff = 0.5
light.lightColor = UIColor.white
light.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(light)
let sprite = SKSpriteNode(imageNamed: "612.png")
sprite.color = UIColor.yellow
sprite.colorBlendFactor = 1
sprite.zPosition = 3
sprite.position = CGPoint(x: frame.midX, y: frame.midY + 100)
sprite.size = CGSize(width: 100, height: 100)
sprite.physicsBody = SKPhysicsBody(circleOfRadius: 50)
sprite.physicsBody?.categoryBitMask = 2
sprite.shadowCastBitMask = 1
sprite.lightingBitMask = 1
sprite.physicsBody?.isDynamic = false
addChild(sprite)
}
}
let sceneView = SKView(frame: CGRect(x:0 , y:0, width: 640, height: 480))
let scene = GameScene()
scene.scaleMode = .aspectFill
scene.size = sceneView.frame.size
sceneView.presentScene(scene)
PlaygroundSupport.PlaygroundPage.current.liveView = sceneView
I want to change to positioning of my nodes depending on the size of the screen. For example, when I run my app on an iPhone 4s, not all of the nodes fit on the screen, since I developed the app with iPhone 6 dimensions in mind. How can I make it so the nodes reposition themselves depending on which device it's running on? I know I can achieve this with constraints normally, but I don't know how to do that in Sprite Kit. I have included a screen shot down below.
lblRocketCount.position = CGPoint(x: 100, y: 150)
lblRocketCount.text = "Bullets: 30"
self.addChild(lblRocketCount)
lblMissileCount.position = CGPoint(x: -100, y: 150)
lblMissileCount.text = "Missiles: 5"
self.addChild(lblMissileCount)
leftBorder.position = CGPoint(x: -333, y: 0)
self.addChild(leftBorder)
rightBorder.position = CGPoint(x: 333, y: 0)
self.addChild(rightBorder)
topBorder.position = CGPoint(x: 0, y: 187)
self.addChild(topBorder)
bottomBorder.position = CGPoint(x: 0, y: -187)
self.addChild(bottomBorder)
buttonDirUp.position = CGPoint(x: -200, y: -50)
buttonDirUp.setScale(2.0)
self.addChild(buttonDirUp)
ship.setScale(0.33)
shootButton.setScale(0.7)
missileButton.setScale(0.5)
buttonDirLeft.position = CGPoint(x: -250, y: -100)
buttonDirLeft.setScale(2.0)
self.addChild(buttonDirLeft)
buttonDirDown.position = CGPoint(x: -200, y: -150)
buttonDirDown.setScale(2.0)
self.addChild(buttonDirDown)
buttonDirRight.position = CGPoint(x: -150, y: -100)
buttonDirRight.setScale(2.0)
self.addChild(buttonDirRight)
self.view?.multipleTouchEnabled = true
self.backgroundColor = SKColor.blackColor()
self.anchorPoint = CGPointMake(0.5, 0.5)
self.addChild(base)
base.position = CGPointMake(200, -100)
self.addChild(ball)
ball.position = base.position
self.addChild(ship)
ship.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(shootButton)
shootButton.position = CGPoint(x: self.frame.midX, y: -100)
self.addChild(missileButton)
missileButton.position = CGPoint(x: -200, y: 50)
Screen Shot
This is a technique that I've found to be effective for dealing with multiple resolutions. You'll need to create two global variables in your GameViewController that reflect the size of the current view:
import SpriteKit
// global variables
var SKViewSize: CGSize?
var SKViewSizeRect: CGRect?
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = self.view as! SKView
SKViewSize = skView.bounds.size
let scene = GameScene(size: SKViewSize!)
scene.scaleMode = .AspectFill
skView.presentScene(scene)
SKViewSizeRect = getViewSizeRect()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
SKViewSize = self.view.bounds.size
SKViewSizeRect = getViewSizeRect()
let skView = self.view as! SKView
if let scene = skView.scene {
if scene.size != self.view.bounds.size {
scene.size = self.view.bounds.size
}
}
}
func getViewSizeRect() -> CGRect {
return CGRect(x: ((SKViewSize!.width * 0.5) * -1.0), y: ((SKViewSize!.height * 0.5) * -1.0), width: SKViewSize!.width, height: SKViewSize!.height)
}
}
Then create an extension for all SKNode types that allows you to position them using a percentage of the current screen size:
public extension SKNode {
public func posByScreen(x: CGFloat, y: CGFloat) {
self.position = CGPoint(x: CGFloat((SKViewSizeRect!.width * x) + SKViewSizeRect!.origin.x), y: CGFloat((SKViewSizeRect!.height * y) + SKViewSizeRect!.origin.y))
}
}
For example, to create a sprite node and center it on any screen size, you'd use this in your GameScene:
let sprite = SKSpriteNode(color: SKColor.whiteColor(), size: CGSizeMake(32, 32))
addChild(sprite)
sprite.posByScreen(0.5, y: 0.5)
There is no easy answer to what you are looking for, you first need to decide what your game should be like at the different aspect ratios, and plan around that. In a lot of cases, you want to just give the 16:9 phones more FOV (They can see more of the game world). To do this, design your game with 2 layers: a game layer, and a hud overlay.
The game layer will utilize .AspectFill to keep your game the same "size" across devices, with the iPhone 4s folk losing the ability to see some of the screen above and below them (You can adjust where they lose some of the screen by moving the game layer nodes position)
The HUD overlayer will handle the things that need to stay at a fixed position on screen, like buttons and life bars. Now you can use the % based coordinates like some people have mentioned, or you can keep the absolute coordinates, and just add/subtract the pixel difference from your overlay nodes if your game detects a 3:2 (or 4:3 if you want iPad) ratio
Basic principle: (Do not copy verbatum)
Lets say we create a game scene that is 160x284 points
This means on an iphone 4s our resolution is 320x480, aspect fill is going to take the smallest of the distance between top/bottom or left/right and scale to that. In our case 160 is going to scale to 320, 284 is going to scale to 568. Uh oh, iphone only has 480, so you are losing out on 88 pixels, which means in the game world we are losing 44 points.
//This means that the top and bottom will lose out on 22 points each, so lets make that our iphone4s padding
class GameScene
{
let gameNode = SKNode();
let overlayNode = SKNode();
let iPhone4sPadding = 22;
func init()
{
//add all of the games nodes that you would add to the scene to gameNode instead
self.addChild(gameNode);
//add all of your overlay nodes (buttons, lifebars, etc) to the overlayNode
//do a check on uiscreen to see if the height is 480, if it is
// all nodes on the bottom add iphone4spadding to the y
// all nodes on the top subtract iphone4spadding from the y
self.addChild(overlayNode);
}
}
I am having a little bit of trouble positioning two SKSpriteNodes correctly in my GameScene. My nodes appear in the scene, but they are zoomed in and take up most of the entire scene. I would to have the output similar to this:
Here is my current code:
let size = CGRect(x: 100, y:98, width:200, hight:271)
bottomRectangle = SKSpriteNode(imageNamed: "bottomRectangle")
bottomRectangle.zPosition = 3
bottomRectangle.size.height = self.size.height
bottomRectangle.size.width = self.size.width
bottomRectangle.position = CGPoint(x: 200, y:271)
bottomRectangle.physicsBody = SKPhysicsBody(edgeLoopFromRect: size)
self.addChild(bottomRectangle)
topRectangle = SKSpriteNode(imageNamed: "topRectangle")
topRectangle.physicsBody = SKPhysicsBody(edgeLoopFromRect: size)
topRectangle.zPosition = 4
topRectangle.size.height = self.size.height
topRectangle.size.width = self.size.width
topRectangle.position = CGPoint(x: 100, y: 98)
self.addChild(topRectangle)
You are using the size of the scene, because of:
self.size.height
You have to use you local variable:
size.height
I have a scrolling background, but the background image appears to be "zoomed in" compared to the original image. The background scrolls just fine, but I'm not sure why the image is "zoomed in". Any help would be greatly appreciated.
class GameScene: SKScene, SKPhysicsContactDelegate {
var blueBall:SKSpriteNode!
var backgroundImage:SKSpriteNode!
var backgroundImage2:SKSpriteNode!
override func didMoveToView(view: SKView) {
self.view!.backgroundColor = UIColor(patternImage: UIImage(imageLiteral: "backgroundImage.png"))
self.physicsWorld.gravity = CGVectorMake(0.0, -5.0)
self.physicsWorld.contactDelegate = self
blueBall = SKSpriteNode( imageNamed: "ball1111.png")
blueBall.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
blueBall.physicsBody = SKPhysicsBody(circleOfRadius: blueBall.size.width / 0.85)
blueBall.physicsBody!.dynamic = true
blueBall.physicsBody!.allowsRotation = true
self.addChild(blueBall)
blueBall.zPosition = 2
backgroundImage = SKSpriteNode(imageNamed: "backgroundImage.png")
self.addChild(backgroundImage)
backgroundImage.zPosition = 0
backgroundImage.anchorPoint = CGPoint(x: 0.5, y: 0.5)
backgroundImage.size.height = self.size.height
backgroundImage.size.width = self.size.width
backgroundImage.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
let backgroundTexture = SKTexture(imageNamed: "backgroundImage.png")
let shiftBackground = SKAction.moveByX(-backgroundTexture.size().width, y: 0, duration: 9)
let replaceBackground = SKAction.moveByX(backgroundTexture.size().width, y:0, duration: 0)
let movingAndReplacingBackground = SKAction.repeatActionForever(SKAction.sequence([shiftBackground,replaceBackground]))
for var i:CGFloat = 0; i<3; i++ {
let background = SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * i), y: CGRectGetMidY(self.frame))
background.size.height = self.frame.height
background.runAction(movingAndReplacingBackground)
self.addChild(background)
}
}
You have an issue with the image not being loaded correctly, so your numbers are off. Basically by loading SKSpriteNode(imageNamed: "backgroundImage.png") with the png extension, you are loading the actual file, not conforming to any retina rules. The width and height then would not be adjusted to handle this case. If you use an atlas inside the xcassets folder, it will allow you to specify the graphics for all display sizes, and will pick the correct one that is supported by the device.
I am trying to make edges for the two sides in the scene by using this code
let leftEdge : SKNode = SKNode()
leftEdge.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointZero , toPoint:CGPointMake(0.0, self.frame.size.height + 100))
leftEdge.position = CGPointZero;
leftEdge.physicsBody!.categoryBitMask = EdgeCategory;
leftEdge.physicsBody!.collisionBitMask = BubblesCategory;
self.addChild(leftEdge)
// right edge
let rightEdge : SKNode = SKNode()
rightEdge.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointZero , toPoint:CGPointMake(0.0, self.frame.size.height + 100))
rightEdge.position = CGPointMake(self.frame.size.width, 0.0);
rightEdge.physicsBody!.categoryBitMask = EdgeCategory;
rightEdge.physicsBody!.collisionBitMask = BubblesCategory;
self.addChild(rightEdge)
It works fine if i use ResizeFill scale mode but i want to make the mode AspectFill so how i can make the edges with keeping the mode AspectFill?