0 Replies
      Latest reply on Jul 4, 2019 3:14 AM by Zwolf71
      Zwolf71 Level 1 Level 1 (0 points)

        Hi,

         

        I have hardcoded a MainMenu scene to 2042x1536. This works well across different devices where a certain perimeter is cropped in the iPhone simulators. But when I create a subclass (Welcome), it doesn’t inherit the aspectFill behaviour from the MainMenu superclass for the iPhone simulators (the iPads are fine), and stretches the background image to fill the SKView.

         

        Why is this so? Is the anything I can do so that the Welcome class background image maintains the same hardcode behaviour from its MainMenu super class?

         

        Thanks in advance,

         

        Here are my codes:

         

        import UIKit

        import SpriteKit

        import GameplayKit

         

        class GameViewController: UIViewController {

          

            override func viewDidLoad() {

                super.viewDidLoad()

              

                let scene = MainMenu(size: CGSize(width: 2048, height: 1536))

                let skView = self.view as! SKView

                skView.showsFPS = true

                skView.showsNodeCount = true

                skView.ignoresSiblingOrder = true

                scene.scaleMode = SKSceneScaleMode.aspectFill

                skView.presentScene(scene)

              

            }

         

            override var shouldAutorotate: Bool {

                return true

            }

          

            override var prefersStatusBarHidden: Bool {

                return true

            }

        }

         

         

        class MainMenu: SKScene {

          

            let background = SKSpriteNode(imageNamed: “bg01”)

         

        required init(coder aDecoder: NSCoder) {

                super.init(coder: aDecoder)

            }

         

            override init(size: CGSize) {

              

                super.init(size: size)

          

                background.size.width = frame.size.width

                background.position = CGPoint(x: size.width/2, y: size.height/2)

                background.anchorPoint = CGPoint(x: 0.5, y: 0.5)

                background.zPosition = 1

                addChild(background)

            }

          

            required init(coder aDecoder: NSCoder) {

                fatalError("init(coder:) has not been implemented")

            }

          

            override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

              

                for touch in (touches) {

                    let location = touch.location(in: self)

                    let nodeTouched = atPoint(location)

                    if nodeTouched.name == "welcome" {

                        self.view?.presentScene(Welcome(size: self.size))

                    }

                }

            }

          

            class Welcome: MainMenu {

              

                override func didMove(to view: SKView) {

                  

                }

            } // Welcome_Class closure

        } // MainMenu_SuperClass closure