How do you adapt your nodes position to landscape & portrait












0














Im trying to make a game board that is universal and can be played on ipad/iphones either in portrait or landscape. The tiles looks fine in portrait but when i switch to landscape it gets cut off. How can i make sure the board will always be centered?



override func didMove(to view: SKView) {

let numRows = 7
let numCols = 7
var counter = 0
let squareSize = CGSize(width: view.bounds.width/7, height: view.bounds.width/7)

for row in 0..<numRows{
for col in 0..<numCols {
if counter == 49 {
break
}
let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
spriteNode.size = squareSize
spriteNode.position = CGPoint(x: 0-(frame.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + frame.height/3 )
addChild(spriteNode)
counter = counter+1
}
}
}

override func viewDidLoad() {
super.viewDidLoad()

if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "GameScene") {
scene.scaleMode = .resizeFill
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}


It looks like this:



enter image description here



enter image description here










share|improve this question



























    0














    Im trying to make a game board that is universal and can be played on ipad/iphones either in portrait or landscape. The tiles looks fine in portrait but when i switch to landscape it gets cut off. How can i make sure the board will always be centered?



    override func didMove(to view: SKView) {

    let numRows = 7
    let numCols = 7
    var counter = 0
    let squareSize = CGSize(width: view.bounds.width/7, height: view.bounds.width/7)

    for row in 0..<numRows{
    for col in 0..<numCols {
    if counter == 49 {
    break
    }
    let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
    spriteNode.size = squareSize
    spriteNode.position = CGPoint(x: 0-(frame.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + frame.height/3 )
    addChild(spriteNode)
    counter = counter+1
    }
    }
    }

    override func viewDidLoad() {
    super.viewDidLoad()

    if let view = self.view as! SKView? {
    if let scene = SKScene(fileNamed: "GameScene") {
    scene.scaleMode = .resizeFill
    view.presentScene(scene)
    }
    view.ignoresSiblingOrder = true
    view.showsFPS = true
    view.showsNodeCount = true
    }
    }


    It looks like this:



    enter image description here



    enter image description here










    share|improve this question

























      0












      0








      0







      Im trying to make a game board that is universal and can be played on ipad/iphones either in portrait or landscape. The tiles looks fine in portrait but when i switch to landscape it gets cut off. How can i make sure the board will always be centered?



      override func didMove(to view: SKView) {

      let numRows = 7
      let numCols = 7
      var counter = 0
      let squareSize = CGSize(width: view.bounds.width/7, height: view.bounds.width/7)

      for row in 0..<numRows{
      for col in 0..<numCols {
      if counter == 49 {
      break
      }
      let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
      spriteNode.size = squareSize
      spriteNode.position = CGPoint(x: 0-(frame.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + frame.height/3 )
      addChild(spriteNode)
      counter = counter+1
      }
      }
      }

      override func viewDidLoad() {
      super.viewDidLoad()

      if let view = self.view as! SKView? {
      if let scene = SKScene(fileNamed: "GameScene") {
      scene.scaleMode = .resizeFill
      view.presentScene(scene)
      }
      view.ignoresSiblingOrder = true
      view.showsFPS = true
      view.showsNodeCount = true
      }
      }


      It looks like this:



      enter image description here



      enter image description here










      share|improve this question













      Im trying to make a game board that is universal and can be played on ipad/iphones either in portrait or landscape. The tiles looks fine in portrait but when i switch to landscape it gets cut off. How can i make sure the board will always be centered?



      override func didMove(to view: SKView) {

      let numRows = 7
      let numCols = 7
      var counter = 0
      let squareSize = CGSize(width: view.bounds.width/7, height: view.bounds.width/7)

      for row in 0..<numRows{
      for col in 0..<numCols {
      if counter == 49 {
      break
      }
      let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
      spriteNode.size = squareSize
      spriteNode.position = CGPoint(x: 0-(frame.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + frame.height/3 )
      addChild(spriteNode)
      counter = counter+1
      }
      }
      }

      override func viewDidLoad() {
      super.viewDidLoad()

      if let view = self.view as! SKView? {
      if let scene = SKScene(fileNamed: "GameScene") {
      scene.scaleMode = .resizeFill
      view.presentScene(scene)
      }
      view.ignoresSiblingOrder = true
      view.showsFPS = true
      view.showsNodeCount = true
      }
      }


      It looks like this:



      enter image description here



      enter image description here







      ios swift sprite-kit position orientation






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 21 '18 at 17:26









      xxFlashxx

      1168




      1168
























          1 Answer
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          0














          I would change the Scene scale mode from scene.scaleMode = .resizeFill to scene.scaleMode = .aspectFit. In a game the SKView frame size is not required and you can work within your own coordinate space (size property of the scene) e.g. set to 100 x 100. -> Interface Builder setting.



          Don't relate anything on the view frame/bounds of the SKView. The code from your scene controller should work then as below, all related to the size of the scene.



          override func didMove(to view: SKView) {

          let numRows = 7
          let numCols = 7
          var counter = 0
          let squareSize = CGSize(width: size.width/7, height: size.width/7)

          for row in 0..<numRows{
          for col in 0..<numCols {
          if counter == 49 {
          break
          }
          let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
          spriteNode.size = squareSize
          spriteNode.position = CGPoint(x: 0-(size.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + size.height/3 )
          addChild(spriteNode)
          counter = counter+1
          }
          }
          }





          share|improve this answer





















          • It adds a black bar around the screen which isn't exactly what i want.
            – xxFlashxx
            Nov 22 '18 at 19:00










          • @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
            – Marc T.
            Nov 23 '18 at 6:08











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          1 Answer
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          active

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          1 Answer
          1






          active

          oldest

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          active

          oldest

          votes






          active

          oldest

          votes









          0














          I would change the Scene scale mode from scene.scaleMode = .resizeFill to scene.scaleMode = .aspectFit. In a game the SKView frame size is not required and you can work within your own coordinate space (size property of the scene) e.g. set to 100 x 100. -> Interface Builder setting.



          Don't relate anything on the view frame/bounds of the SKView. The code from your scene controller should work then as below, all related to the size of the scene.



          override func didMove(to view: SKView) {

          let numRows = 7
          let numCols = 7
          var counter = 0
          let squareSize = CGSize(width: size.width/7, height: size.width/7)

          for row in 0..<numRows{
          for col in 0..<numCols {
          if counter == 49 {
          break
          }
          let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
          spriteNode.size = squareSize
          spriteNode.position = CGPoint(x: 0-(size.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + size.height/3 )
          addChild(spriteNode)
          counter = counter+1
          }
          }
          }





          share|improve this answer





















          • It adds a black bar around the screen which isn't exactly what i want.
            – xxFlashxx
            Nov 22 '18 at 19:00










          • @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
            – Marc T.
            Nov 23 '18 at 6:08
















          0














          I would change the Scene scale mode from scene.scaleMode = .resizeFill to scene.scaleMode = .aspectFit. In a game the SKView frame size is not required and you can work within your own coordinate space (size property of the scene) e.g. set to 100 x 100. -> Interface Builder setting.



          Don't relate anything on the view frame/bounds of the SKView. The code from your scene controller should work then as below, all related to the size of the scene.



          override func didMove(to view: SKView) {

          let numRows = 7
          let numCols = 7
          var counter = 0
          let squareSize = CGSize(width: size.width/7, height: size.width/7)

          for row in 0..<numRows{
          for col in 0..<numCols {
          if counter == 49 {
          break
          }
          let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
          spriteNode.size = squareSize
          spriteNode.position = CGPoint(x: 0-(size.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + size.height/3 )
          addChild(spriteNode)
          counter = counter+1
          }
          }
          }





          share|improve this answer





















          • It adds a black bar around the screen which isn't exactly what i want.
            – xxFlashxx
            Nov 22 '18 at 19:00










          • @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
            – Marc T.
            Nov 23 '18 at 6:08














          0












          0








          0






          I would change the Scene scale mode from scene.scaleMode = .resizeFill to scene.scaleMode = .aspectFit. In a game the SKView frame size is not required and you can work within your own coordinate space (size property of the scene) e.g. set to 100 x 100. -> Interface Builder setting.



          Don't relate anything on the view frame/bounds of the SKView. The code from your scene controller should work then as below, all related to the size of the scene.



          override func didMove(to view: SKView) {

          let numRows = 7
          let numCols = 7
          var counter = 0
          let squareSize = CGSize(width: size.width/7, height: size.width/7)

          for row in 0..<numRows{
          for col in 0..<numCols {
          if counter == 49 {
          break
          }
          let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
          spriteNode.size = squareSize
          spriteNode.position = CGPoint(x: 0-(size.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + size.height/3 )
          addChild(spriteNode)
          counter = counter+1
          }
          }
          }





          share|improve this answer












          I would change the Scene scale mode from scene.scaleMode = .resizeFill to scene.scaleMode = .aspectFit. In a game the SKView frame size is not required and you can work within your own coordinate space (size property of the scene) e.g. set to 100 x 100. -> Interface Builder setting.



          Don't relate anything on the view frame/bounds of the SKView. The code from your scene controller should work then as below, all related to the size of the scene.



          override func didMove(to view: SKView) {

          let numRows = 7
          let numCols = 7
          var counter = 0
          let squareSize = CGSize(width: size.width/7, height: size.width/7)

          for row in 0..<numRows{
          for col in 0..<numCols {
          if counter == 49 {
          break
          }
          let spriteNode = SKSpriteNode(imageNamed: "piece(counter)")
          spriteNode.size = squareSize
          spriteNode.position = CGPoint(x: 0-(size.width*0.43)+(CGFloat(col)*spriteNode.size.width), y: -CGFloat(row)*spriteNode.size.height + size.height/3 )
          addChild(spriteNode)
          counter = counter+1
          }
          }
          }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 21 '18 at 19:21









          Marc T.

          1,002614




          1,002614












          • It adds a black bar around the screen which isn't exactly what i want.
            – xxFlashxx
            Nov 22 '18 at 19:00










          • @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
            – Marc T.
            Nov 23 '18 at 6:08


















          • It adds a black bar around the screen which isn't exactly what i want.
            – xxFlashxx
            Nov 22 '18 at 19:00










          • @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
            – Marc T.
            Nov 23 '18 at 6:08
















          It adds a black bar around the screen which isn't exactly what i want.
          – xxFlashxx
          Nov 22 '18 at 19:00




          It adds a black bar around the screen which isn't exactly what i want.
          – xxFlashxx
          Nov 22 '18 at 19:00












          @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
          – Marc T.
          Nov 23 '18 at 6:08




          @xxFlashxx The black border which is visible in your screenshots as well ?. I explained you how to to use the SKScene coordinate system to center the Nodes in your scene.
          – Marc T.
          Nov 23 '18 at 6:08


















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