I started studying SpriteKit recently with one famous textbook and immediately a problem arose. In all video lessons, SKView covers the entire display area. I have the opposite situation and I don't know how to fix it. Here are the screenshots:
iPhone with notch
classic iPhone
Here is the source code:
GameViewController.swift:
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Set the scale mode to scale to fit the window
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
let scene = GameScene(size: CGSize(width: 2000, height: 1500))
scene.scaleMode = .aspectFill
// Present the scene
skView.presentScene(scene)
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
}
GameScene.swift:
import SpriteKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
backgroundColor = .brown
}
}
I don't know if anyone had such problems before the macOS 11 and Xcode 12, but now they are.
How to stretch SKView across all screen?
Set your project's Lauch screen file to "Main".
Related
For some reason my code will not fill the whole SKScene. Here is the code that I am using on Xcode 12 Beta 5.
GameScene.swift
class GameScene: SKScene {
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "space")
background.zPosition = 0
background.anchorPoint = CGPoint(x: 0.5, y: 0.5) // default
background.position = CGPoint(x: frame.midX, y: frame.midY)
print("frame.size \(frame.size)")
print("self.size \(self.size)")
print("view \(view.frame.size)")
background.size = CGSize(width: self.size.width, height: self.size.height)
self.addChild(background)
}
}
GameViewController.swift
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GKScene(fileNamed: "GameScene") {
if let sceneNode = scene.rootNode as! GameScene? {
// Present the scene
if let view = self.view as! SKView? {
sceneNode.size = view.bounds.size
sceneNode.anchorPoint = CGPoint.zero
sceneNode.scaleMode = .aspectFit
print("view.bounds.size \(view.bounds.size)")
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override var prefersStatusBarHidden: Bool {
return true
}
}
Also for some reason, my view size is reporting ->
frame.size (320.0, 480.0) self.size (320.0, 480.0) view (320.0,
480.0)
But my GameScene.sks is set to -> w750, h1336
Why is my code cutting off the tops and the bottoms of the background?
This is going to sound dumb, but do you have a launch Screen? I was having the same problem which would only happen in Xcode 12 and not 11, but the main difference I found was Xcode 11 has a launch screen. Once I added the launch screen storyboard and added it to my plist my SCNView would fill the screen. I am not sure why this would cause the view not to follow the constraints, but after adding it to my other projects it fixes the issue.
Edit:
You do not need to have a launch screen storyboard, you can just add your main storyboard that displays you scene in the plist under "Launch screen interface file base name".
This is definitely caused by not having a launch screen assigned. It's very odd that Xcode 12 has this behavior for SpriteKit by default. I'm sure many many people will be stumped and confused. I noticed that the main visible difference to earlier versions was the lack of a launch screen.
You can either create a launch screen and assign it or define Main.storyboard as the launch screen, as proposed earlier. Probably the easiest thing to just get it working is to go to the project target, then General and choose "Main" where it says "Launch Screen File". This will make it work as expected.
Update: This is still happening in Xcode 12.4 (12D4e). Surprisingly, the launch screen will be missing in a brand-new iOS-only project, whereas it's there in a multi-platform project. It seems like this is an oversight on Apple's part.
How to select Main as your project's Launch Screen File:
As you can see below in the simulator screen, the fps debug info gets cropped out.
I know it is merely a debug functionality and it will not be delivered to production but it just bugs me.
Is there a way to display the debug info correctly? Thank you.
Here is how the GameScene is initialised:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
let scene: SKScene = GameScene(size: view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
Apparently, view is not in a safe area. Use self.view.safeAreaLayoutGuide.layoutFrame to get the frame in which it's safe to show content and it won't be blocked.
I want to learn SpriteKit and am following this tutorial, https://www.raywenderlich.com/187645/spritekit-tutorial-for-beginners-2
I have copied and pasted the same code from the tutorial into GameScene.swift as well as moved the picture of the ninja into Assets.xcassets
However, when I get two errors,
Before I run it I get
Forced cast of SkView to same type has no effect
After I run it I also get
Thread 1: EXC_BAD_ACCESS(code=2, address=0x7ffeed594fa8
When I run it, the app is simply blank... The app should show FPS count and NodeCount?
Here's my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .resizeFill
skView.presentScene(scene)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
All of this code is in GameScene.swift
If someone could please help me that would be great!
UPDATE: I am using Swift 4
It seems you have an infinite recursion there. Note that you already have a GameScene instance but in the didMove you are creating another GameScene which you are presenting again which again is presented in the view and didMove is called again and so on. I think your code should look something like this:
override func didMove(to view: SKView) {
self.size = view.bounds.size
view.showsFPS = true
view.showsNodeCount = true
view.ignoresSiblingOrder = true
self.scaleMode = .resizeFill
}
I am having a problem with my xCode project. I have a whole gamescene.swift file worth of code (600 lines). But the code will not run. When i run my game in simulator the simulator shows the standard gamescene.sks color, alongside with my ads, but it is not showing any of my code. I have already checked that the custom class in gamescene.sks is correct. Everything is working, expect for the gamescene.swift code, it will not run.
import UIKit
import SpriteKit
import GameplayKit
import GoogleMobileAds
class GameViewController: UIViewController {
#IBOutlet weak var GoogleBannerView: GADBannerView!
#IBOutlet weak var MainMenu: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
GoogleBannerView.adUnitID = "ca-app-pub-13***46014918193/236762****"
GoogleBannerView.rootViewController = self
GoogleBannerView.load(GADRequest())
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .resizeFill
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
view.showsPhysics = true
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override var prefersStatusBarHidden: Bool {
return true
}
}
i managed to fix the problem after countless hours of trying.
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .resizeFill
this is the working code. the problem was that instead of specifying what scene i was suppose to lead i had written
if let scene = SKScene(fileNamed: "GameScene")
the simple fix was changing the "SKScene" to my SKScene name.
if let scene = GameScene(Filenamed: "GameScene")
Hope this helps the countless other out there that are having trouble with this problem!
I've had similar problems to this on SOME of my projects but not all. Even on projects that were working and I duplicated the code and scene files for another project they would stop working. I discovered that if there are any spaces or special characters in the your project name the scene files and items in the sks files will not load unless you put in the "Module" name below the Custom Class type.
For me my project was named "Crag & Pig" before any of the sks file would register I had to enter "Crag_Pig" in the "Module" for all of the items in the sks file.
Interestingly, on any projects that didn't have spaces or special characters I didn't have to enter any thing for Module
Thanks. Even the default template in Xcode for SpriteKit Games has this very issue. That since the release of swift 4 + iOS 11.
I always thought it was me somehow, but never took the time to find why. Until now out of curiosity. I changed the line you wrote/fixed and voila.
Just changed the capitals in the parameter fileNamed: of your line
if let scene = GameScene(fileNamed: "GameScene")
I just created a brand new Xcode Game Project. I deleted the Gamescene.sks file. Ran it and the cpu instantly to 25-30%. I made another Xcode project just to see if I could replicate it. Ran it before deleting the file and cpu was basically 0%, but sure enough when I deleted the file and ran it again, the cpu jumped up to the same high numbers. My goal is to subclass skscene and use that without the Gamescene.sks file. Can someone explain why this happens?
I was able to replicate this behavior just deleting the .sks file.
The problem is GameViewController is looking for that file at first loading time, as you can see here:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
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)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
So you need to initialize it another way. Just as an example, you could init an empty scene like this:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
let scene = SKScene(size: CGSize(width: 1000, height: 1000))
scene.scaleMode = .aspectFill
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
and you'll see 1% of CPU load.