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How to change the size of sprite nodes to fit different screens in sprite kit (Swift)

I am creating a game and I'm almost finished, however the one annoying problem that I am having is that my game will not fit the IPhone 5 screen. I have used size classes, set the scale to aspect fill, even tried resize fill, but it won't fit on the iPhone 5. It fits on all other screen sizes ( except iPhone 4s because I'm not supporting it) including the iPad. Are there any other options other than size classes? Do I have to programmatically change the images? If so, how would I do that in sprite kit?

One way you can do it is to detect what device the user is using, then changing a variable to meet that device.

Here is an extension using UIDevice() that you can detect what device the user is on:

public extension UIDevice {

var modelName: String {
    var systemInfo = utsname()
    uname(&systemInfo)
    let machineMirror = Mirror(reflecting: systemInfo.machine)
    let identifier = machineMirror.children.reduce("") { identifier, element in
        guard let value = element.value as? Int8 where value != 0 else { return identifier }
        return identifier + String(UnicodeScalar(UInt8(value)))
    }

    switch identifier {
    case "iPod5,1":                                 return "iPod Touch 5"
    case "iPod7,1":                                 return "iPod Touch 6"
    case "iPhone3,1", "iPhone3,2", "iPhone3,3":     return "iPhone 4"
    case "iPhone4,1":                               return "iPhone 4s"
    case "iPhone5,1", "iPhone5,2":                  return "iPhone 5"
    case "iPhone5,3", "iPhone5,4":                  return "iPhone 5c"
    case "iPhone6,1", "iPhone6,2":                  return "iPhone 5s"
    case "iPhone7,2":                               return "iPhone 6"
    case "iPhone7,1":                               return "iPhone 6 Plus"
    case "iPhone8,1":                               return "iPhone 6s"
    case "iPhone8,2":                               return "iPhone 6s Plus"
    case "iPhone8,4":                               return "iPhone SE"
    case "iPad2,1", "iPad2,2", "iPad2,3", "iPad2,4":return "iPad 2"
    case "iPad3,1", "iPad3,2", "iPad3,3":           return "iPad 3"
    case "iPad3,4", "iPad3,5", "iPad3,6":           return "iPad 4"
    case "iPad4,1", "iPad4,2", "iPad4,3":           return "iPad Air"
    case "iPad5,3", "iPad5,4":                      return "iPad Air 2"
    case "iPad2,5", "iPad2,6", "iPad2,7":           return "iPad Mini"
    case "iPad4,4", "iPad4,5", "iPad4,6":           return "iPad Mini 2"
    case "iPad4,7", "iPad4,8", "iPad4,9":           return "iPad Mini 3"
    case "iPad5,1", "iPad5,2":                      return "iPad Mini 4"
    case "iPad6,3", "iPad6,4", "iPad6,7", "iPad6,8":return "iPad Pro"
    case "AppleTV5,3":                              return "Apple TV"
    case "i386", "x86_64":                          return "Simulator"
    default:                                        return identifier
    }
}

then you can use it like this

if UIDevice.modelName == "iPhone 4" {
    theNode.xScale = whatever
    theNode.yScale = whatever
}

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