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









      xxFlashxxxxFlashxx

      1168




      1168
























          1 Answer
          1






          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











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53417581%2fhow-do-you-adapt-your-nodes-position-to-landscape-portrait%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          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.Marc T.

          1,076715




          1,076715













          • 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




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53417581%2fhow-do-you-adapt-your-nodes-position-to-landscape-portrait%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          'app-layout' is not a known element: how to share Component with different Modules

          android studio warns about leanback feature tag usage required on manifest while using Unity exported app?

          WPF add header to Image with URL pettitions [duplicate]