SpriteKit Positioning and containing a button - swift

I want to constrain and position a game center button to the top left and make it constrained for every device, how do I do this. I am really new to sprite kit.
let gameCenterBtn = SKSpriteNode(imageNamed: "Game-Center-icon.png")
gameCenterBtn.size = CGSize(width: 60, height: 60)
gameCenterBtn.name = "gameCenterButton"
gameCenterBtn.position = CGPointMake(320, 730)
gameCenterBtn.position = CGPoint(x: self.frame.width , y: self.frame.height )
For example how do I make a position a node and make it work for any device?
I figured it out. The code below works.
gameCenterBtn.position = CGPoint(x: CGRectGetMidX(self.frame) - 188 , y: CGRectGetMaxY(self.frame) - 25)

Scene cropping is still happening as I said in my old answer I deleted.
Open a brand new Xcode game template and paste your code with a position like this
gameCenterBtn.position = CGPoint(x: CGRectGetMaxX(self.frame) - (gameCenterButton.size.width / 2) , y: CGRectGetMidY(self.frame))
and run on all the simulators to see what happens.
On iPads you see half the image on the right and on iPhones you only see 1/4.
Now go the the GameViewController and change the scene scale mode to ResizeFill and see what happens. You sprits will be at the same spot on all devices but you will have to readjust the image size.
This is how you set the scene size.
How to change SKscene size

Related

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.

Swift 3 Beginner - Position Assets in Scene

I am a complete beginner at Swift 3 and programming in general so this will be an incredibly basic question.
I have been following tutorials and am currently positioning a SpriteNode using CGPoint. The tutorial recommends the following to position the Node centrally at the bottom of the screen:
Ground.position = CGPoint(x: self.frame.width / 2, y: 0)
However, that causes it to stick to the top-right of the screen.
When I use the following code:
Ground.position = CGPoint(x: 0 - self.frame.width / 2, y: 0 - self.frame.height / 2)
It positions at the bottom-centre as intended.
I do not understand why this happens as there is very little else done in the tutorial at this point to cause the error.
Set the anchorPoint of the scene to the bottom left corner at the beginning of your didMove(toView: SKView) (or in GameViewController):
scene.anchorPoint = CGPoint(x: 0, y: 0)
Keep in mind that everything you place on the scene is placed based on the anchorPoint. So with this anchorPoint, the origin of your scene is the bottom left corner.
Also note that if you're using .AspectFill as your sceneScaleMode, you don't have to use self.frame and instead set the scene size to 768x1024 (portrait)/ 1024x768 (landscape) then just use number values within the scene size.
Additionally, there are advantages of setting your scenes anchorPoint to the centre:
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
This makes it easier to fit the scene into iPad size as well as iPhone, and also simplifies centering nodes.
See this link for more info on making your app universal: iOS Universal Device App with SpriteKit, how to scale nodes for all views?

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.

Swift- UI Progress Bar not showing up

Here's what I have so far in my didMoveToView() function:
backgroundLayer.zPosition = -1
hudLayer.zPosition = 100
addChild(backgroundLayer)
addChild(hudLayer)
backgroundColor = SKColor.whiteColor()
let healthBar: SKSpriteNode = SKSpriteNode(imageNamed: "Healthbar")
healthBar.position = CGPoint(x: 0, y: 0)
healthBar.anchorPoint = CGPoint(x: 0, y: 1.0)
hudLayer.addChild(healthBar)
My background shows up fine, and I have both a backgroundLayer and a hudLayer. I even made the zposition much higher for the hudLayer to make sure it's in front. As for the positioning, I think I have the anchor point to be at the top-left of the sprite, and tried various ways to position it- it seems to only show up when I use something like:
healthBar.position = CGPoint(x: 0, y: size.width/2)
My question is why? size.width/2 isn't working for when I test on different screen sizes (on an iphone4, the health bar is further down).
Doesn't size take the current size of the screen? I thought using size would make it somewhat 'responsive' but I can't get the behavior to work right. Therefore, I thought maybe the CGPoint coordinate system (0-1.0) would work better, but it's not showing up at all with that.
Thanks for reading, I don't understand why it won't show up :(