I'm learning both Swift & SpriteKit.
I created new SpriteKit & Swift game project in Xcode 6 and I edited file GameScene.swift
. I didn't touch other files.
The problem: When the ball bounces around, It's limited by top and down side but when it goes to left or right side it's not limited and goes out but it seems that the right and left limits are there but they aren't on screen edge because ball comes back after a little while.
This is my GameScene.swift
:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.whiteColor()
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsWorld.gravity = CGVectorMake(0, 0)
let ball = SKSpriteNode(imageNamed: "ball")
ball.position = CGPointMake(self.size.width/2, self.size.height/2)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.size.width/2)
self.addChild(ball)
var myVector = CGVectorMake(20, 20)
ball.physicsBody.applyImpulse(myVector)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
I tried to find out the issue and I found that if I comment the line 42 or scene.scaleMode = .AspectFill
in default GameViewController.swift
then edges work correct but it seems the screen is scaled.
I think we have a real frame of shape square and the side size is equal to height of portrait iPhone in iOS Simulator. How I can change the frame size to set screen edges as my frame edge?
I removed scene created by default and added line
scene = GameScene(size: self.view.frame.size)
and It worked! Thanks to @LiterphorAs mentioned above, setting the size worked for me too. I set it in the viewDidLoad() function of the GameViewController, just after the line that sets
by setting: