Sprite Kit iOS 11 | Place nodes only in safe area - swift

I want to program a simple Sprite Kit game in which I have to place some nodes randomly somewhere in the scene.
To ensure that these nodes are not placed outside the safe area I programmed this function:
func updatesafearea() {
let frame = self.size
let sets = view!.safeAreaInsets
let rect = CGRect(x: -(frame.width/2)-sets.left,
y: -(frame.height/2)-sets.top,
width: frame.width-sets.right-sets.left,
height: frame.height-sets.top-sets.bottom)
//Visualize the area
let node = SKShapeNode(rect: rect)
node.fillColor = .red
addChild(node)
}
This should be a rect in which all nodes should be presented safely, but unfortunately this doesn't work on iPhone X (Simulator):
iPhone 8 and iPhone X simulator screenshot below:

Related

set SKNode position in spriteKit

how works constraints in spriteKit? I have a global var
let screenSize: CGRect = UIScreen.main.bounds
then, i am trying to add my sknode.
personage = SKSpriteNode(imageNamed: "Bro")
personage.position.y = CGFloat(-screenSize.height)
personage.position.x = CGFloat(-screenSize.width)
personage.size = CGSize(width: screenSize.width/3, height: screenSize.height/3)
addChild(personage)
It is perfect on small size iphone, but when i open 13 pro max i cant see my personage, whats wrong? How do i change my code to see the same sizes of personage on all devices

Why are the positions of my nodes different on every device?

Ok, so I've been trying to position a line on my iPhone 6s+ and my iPad 2. The line was added in an SKCamera (I don't know if that effects it or not). Here is the code for the line:
var leftWall = SKSpriteNode()
leftWall.size = CGSize(width: 1, height: 10000)
leftWall.position = CGPoint(x: 0, y: 0)
leftWall.color = UIColor.red
leftWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: leftWall.size.width, height: leftWall.size.height))
leftWall.physicsBody?.affectedByGravity = false
leftWall.physicsBody?.isDynamic = false
leftWall.physicsBody?.categoryBitMask = groundGroup
leftWall.physicsBody?.collisionBitMask = ballGroup
leftWall.physicsBody?.contactTestBitMask = 0
theCamera.addChild(leftWall)
Okay, so the x position is 0,0 right? Here is how it looks on my iPhone 6s+:
As you see, the line is in the middle?
Here is how it looks on my iPad 2:
I just don't understand why the position of the line is completely different.. Please help me!
You are not taking into account the cropping that happens on the iPad, or your scaleMode is all wrong
What you need to do is set all nodes anchor points (Including the scene) to (0.5,0.5), make sure your GameScene has a static size and not based on view.frame (750,1334 is a good one) and that your scale mode is set to .aspectFill. This makes (0,0) the center of the screen, and you will notice everything line up on all devices

SpriteKit: using SKView in UIView instead of initializing a Game project

Completely new to SpriteKit. Currently I have a UIView, and I want to add a sprite node to it (like a small UIImageView, but I want animation for it so using SpriteKit). Therefore I didn't initialize my project to be a game project, as found in almost all of tutorials for SpriteKit. I've found a note here: link and what I have now is sth like:
func initializeImage() {
let imageView = SKView()
imageView.frame = CGRect(x: self.frame.width / 2 - Constants.imageWidth / 2, y: self.frame.height - Constants.imageHeight, width: Constants.imageWidth, height: Constants.imageHeight)
// so place it somewhere in the bottom middle of the whole frame
let sheet = SpriteSheet(texture: ...)
let sprite = SKSpriteNode(texture: sheet.itemFor(column: 0, row: 0))
sprite.position = imageView.center //basically the same position as the imageView.frame's x and y value
let scene = SKScene(size: imageView.frame.size)
scene.backgroundColor = SKColor.clear
scene.addChild(sprite)
imageView.presentScene(scene)
self.frame.addSubview(imageView)
}
The SpriteSheet is similar to this: sprite sheet; it's essentially cutting an image atlas and divide it into smaller images. I tracked the process and this step is indeed giving the smaller image (the var 'sprite'). But if running I only have a black square now (should be the size as defined by Constants). If I set scene.backgroundColor to be white then it's white. May I know how I should proceed from here, as how should I make the sprite showing up?
All of your code looks good except for this:
sprite.position = imageView.center // basically the same position as the imageView.frame's x and y value
That is basically not the position you think it is. The coordinate system in SpriteKit is a) relative to the (SK)scene, not to whatever view the SKView is contained in, and b) flipped vertically relative to the UIKit coordinate system. If you want a sprite centered in the scene, you probably want to set its position based on the scene's size:
sprite.position = CGPoint(x: scene.size.width / 2, y: scene.size.height / 2)
By the way, the external SpriteSheet code might not be needed (and you're more likely to benefit from Apple's optimizations) if you slice up your sprite sheet and put it in an Xcode asset catalog.

How to scale to be at the same distance in all devices?

I'm having problems opening my game in different divices , in the 6s iphone plus looks much bigger the circle the center, also the small circle that is on the line changes position , I would like that the center circle was the same size and that the small circle always this half on the line.
import SpriteKit
struct Circle {
var position:CGPoint
var radius:CGFloat
}
class GameScene: SKScene {
let node = SKNode()
let sprite = SKShapeNode(circleOfRadius: 6)
var rotation:CGFloat = CGFloat(M_PI)
var circles:[Circle] = []
var circuloFondo = SKSpriteNode()
var orbita = SKSpriteNode()
let padding2:CGFloat = 26.0
let padding3:CGFloat = 33.5
let padding5:CGFloat = 285.5
var circulo = SKSpriteNode()
override func didMoveToView(view: SKView) {
scaleMode = .ResizeFill
backgroundColor = UIColor(red: 0.3, green: 0.65, blue: 0.9, alpha: 1)
orbita = SKSpriteNode(imageNamed: "orbita2")
orbita.size = CGSize(width:view.frame.size.width - padding2 , height: view.frame.size.width - padding2)
orbita.color = UIColor.whiteColor()
orbita.colorBlendFactor = 1
orbita.alpha = 1
orbita.position = view.center
self.addChild(orbita)
orbita.zPosition = 3
circuloFondo = SKSpriteNode(imageNamed: "circuloFondo")
circuloFondo.size = CGSize(width:view.frame.size.width - padding5 , height: view.frame.size.width - padding5)
circuloFondo.color = UIColor.whiteColor()
circuloFondo.alpha = 1
circuloFondo.position = view.center
self.addChild(circuloFondo)
circuloFondo.zPosition = 0
let radius1:CGFloat = (view.frame.size.width - padding3)/2 - 1
let radius2:CGFloat = (view.frame.size.width - padding5)/2 + 6.5
circles.append(Circle(position: view.center, radius: radius1))
circles.append(Circle(position: view.center, radius: radius2))
addChild(node)
node.addChild(sprite)
if let circle = nextCircle() {
node.position = circle.position
sprite.fillColor = SKColor.whiteColor()
sprite.zPosition = 4.0
sprite.position = CGPoint(x:circle.radius, y:0)
rotate()
}
You can get the width of the screen like this:
let screenSize: CGRect = UIScreen.mainScreen().bounds
let screenWidth = screenSize.width
and then set elements in your UI to be a proportion of the screenWidth. For instance:
let radius1:CGFloat = screenWidth/4
//this would always give you a radius that is one quarter of the screen width
I've used this method a few times with success, hope it works for you.
Your main problem is your scene mode is set to ResizeFill. This will cause you so many headaches as you will have to do all the scaling yourself, hence the circles are different sizes on different devices. Having scale mode resizeFill will also affect things such as the physics engine or fontSizes which you will need to adjust for on every device.
I would recommend you use scene scale mode .AspectFill with the default scene size of 1024*768 (landscape) or 768*1024 (portrait). This is the same as the xCode default game template.
This way everything will look exactly the same on all iPhones. On iPads there will be slightly more screen space at the top and bottom which you simply cover with your background. The main trick is that you position your stuff from the center.
Furthermore you can use the universal assets in the asset catalogue and everything will look great and not blurry.
The only thing that you might have to adjust for this way is that on iPads you might need to move some buttons up/down if you want them on the top/bottom edge.
I strongly recommend you consider this as I can talk from experience that using scale mode ResizeFill is really bad. I have been through this pain with 2 games before I rewrote them because they were so inconsistent on all devices causing me so many bugs in the process. Lets not talk about the time I wasted testing on all devices, adjusting values until it felt right.
Hope this helps.

How to properly display a HUD on a SpriteKit game across different resolutions?

I originally created my game with iOS 8 and tested on my iPhone 6S. The game looks fine in the 5, 5S, 6, 6 Plus, 6S, and 6S Plus (since all devices have the same ratio of 16:9). As you can see from the image, the music button is offset from the top right corner. The image is offset by this code:
muteButton.position = CGPoint(x: CGRectGetMidX(self.frame) + 920, y: CGRectGetMidY(self.frame) + 480)
The problem I have is if someone tried this game on an iPad, it will display this. As you can see, the bottom graphic and the mute button are offset from the sides by a lot.
I want to make it so that the objects will always stay close to the sides of the frame/view. Making the app "universal" on xCode does not fix it either. Or do I just make a completely new project built for the iPad?
Don't forget about the 4s, you will get the same problems as iPad. SpriteKit does not have constraints like in the UI builder, so you are going to have to accommodate for the 4:3 and the 16:9 devices by applying some math, or force the 4:3 to be 16:9 with black borders using the .AspectFit scaling method.
Now I am not sure where 920, and 480 are coming from, but those numbers may have to be tweaked in this code when detecting the device. Simplest way to determine your aspect ration is to do UIScreen.mainScreen().bounds.width/UIScreen.mainScreen().bounds.height, then work from there.
Solution! I figured it out! For those who come from the future and also might need help with this. This works with landscape orientation and portrait orientation.
Note: You must have your scene.scaleMode set to .AspectFill for this to work on all scenes and the scene size has to be 2048x1536 or 1536x2048. This will make it scaleable for iPad too.
I have declared the following variable on the top of my class.
class StartScene: SKScene {
let playableArea: CGRect
}
Then, I have the following code inside the override init() function.
override init(size: CGSize) {
//1. Get the aspect ratio of the device
let deviceWidth = UIScreen.mainScreen().bounds.width
let deviceHeight = UIScreen.mainScreen().bounds.height
let maxAspectRatio: CGFloat = deviceWidth / deviceHeight
//2. For landscape orientation, use this*****
let playableHeight = size.width / maxAspectRatio
let playableMargin = (size.height - playableHeight) / 2.0
playableArea = CGRect(x: 0, y: playableMargin, width: size.width, height: playableHeight)
//3. For portrait orientation, use this*****
let playableWidth = size.height / maxAspectRatio
let playableMargin = (size.width - playableWidth) / 2.0
playableArea = CGRect(x: playableMargin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
From here, I then use the variable playableArea to position my objects.
titleChild.position = CGPoint(x: CGRectGetMidX(playableArea), y: CGRectGetMaxY(playableArea) - (titleChild.size.height * 0.90))
Works amazing. Looks good in the iPhone 4S, 5, 5S, 6, 6 Plus, 6S, 6S Plus, and iPads.
If you want to see the box in the app to make sure you did it right, use the following function.
func drawPlayableArea() {
let shape = SKShapeNode()
let path = CGPathCreateMutable()
CGPathAddRect(path, nil, playableArea)
shape.path = path
shape.strokeColor = SKColor.redColor()
shape.lineWidth = 8
addChild(shape)
}
Then just call the function in the didMoveToView() function to view the red frame to make sure you did the code right. This will create a red frame the size of the view that is viewable to the user. Now that you have playableArea to hold the frame that the user can see, you can use it for other things such as making sure objects don't or can't leave the bounds, etc. For this screenshot, I use it to prevent the user from moving the spaceship outside the device.