Reputation: 302
I am writing a GUI, with a main menu, a second screen and a back button to the main menu. From the initial main menu I use the following lines of code:
midScreenX = [UIScreen mainScreen].bounds.size.width/2;
midScreenY = [UIScreen mainScreen].bounds.size.height/2;
WarScene *battle = [[WarScene alloc] initWithSize: CGSizeMake(midScreenX*2, midScreenY*2)];
SKTransition *reveal = [SKTransition revealWithDirection:SKTransitionDirectionDown duration:1.0];
SKView * skView = (SKView *)self.view;
UIView *viewToRemove = [self.view viewWithTag:101];
[viewToRemove removeFromSuperview];
[skView presentScene:battle transition:reveal];
This works... I think. I open up a new scene, my second scene is the correct size and at least fills the screen. There is a node in that scene which is too big for the screen, and I am working on changing that, but I don't think that that would actually effect the UIScreen's bounds.
The problem arises when I return to the main menu with the following code:
midScreenX = [UIScreen mainScreen].bounds.size.width/2;
midScreenY = [UIScreen mainScreen].bounds.size.height/2;
GameScene *map = [[GameScene alloc] initWithSize: CGSizeMake(midScreenX*2 ,midScreenY*2)];
SKTransition *reveal = [SKTransition revealWithDirection:SKTransitionDirectionDown duration:1.0];
SKView * skView = (SKView *)self.view;
UIView *viewToRemove = [self.view viewWithTag:3];
[viewToRemove removeFromSuperview];
[skView presentScene:map transition:reveal];
As far as I can work out, the values being passed through should be exactly the same as the values initially sent for [UIScreen mainScreen].bounds.size and yet the scene which is initialised is far too big.
Is there anything that I could be doing which might affect [UIScreen mainScreen].bounds.size? Or have I misunderstood what init and .bounds actually do?
In terms of what I have already done to try and solve this problem myself, I have looked at examples of how scenes are normally initialised. I see that often values are used in place of .bounds for example :
initWithSize: CGSizeMake(1024,768)
However, wouldn't that mean that on different devices the scene wouldn't be shown properly/fully?
Upvotes: 1
Views: 1820
Reputation: 1192
if you are using iOS 6 or iOS 7, both [UIScreen mainScreen].bounds.size.width and [UIScreen mainScreen].bounds.size.height is same in all orientation.. but in iOS 8 it give one value in landscape and give another value in portrait mode
NSLog(@"width %f",[[UIScreen mainScreen] bounds].size.width); //portrait ios7 or 6 = 320 , landscape ios7 or 6 = 320
NSLog(@"height %f",[[UIScreen mainScreen] bounds].size.height); //portrait ios7 or 6 = 568 , landscape ios7 or 6 = 568
NSLog(@"width %f",[[UIScreen mainScreen] bounds].size.width); //portrait ios8 = 320 , landscape ios8 = 568
NSLog(@"height %f",[[UIScreen mainScreen] bounds].size.height); //portrait ios8 = 568 , landscape ios8 = 320
so we can check conditions like this,
CGFloat midScreenX,midScreenY;
if (UIDeviceOrientationIsLandscape((UIDeviceOrientation)[[UIApplication sharedApplication] statusBarOrientation]))
{
//landscape mode
midScreenX = ([[UIScreen mainScreen]bounds].size.width>[[UIScreen mainScreen]bounds].size.height?[[UIScreen mainScreen]bounds].size.width:[[UIScreen mainScreen]bounds].size.height)/2;
midScreenY = ([[UIScreen mainScreen]bounds].size.width<[[UIScreen mainScreen]bounds].size.height?[[UIScreen mainScreen]bounds].size.width:[[UIScreen mainScreen]bounds].size.height)/2;
}
else
{
//portrait mode
midScreenX = [[UIScreen mainScreen]bounds].size.width/2;
midScreenY = [[UIScreen mainScreen]bounds].size.height/2;
}
I hope you warScene and gameScene are subclass of SKScene. The method initWithSize returns, A newly initialized scene object. and parameter 'size' is The size of the scene in points.
For more information refer https://developer.apple.com/library/prerelease/ios/documentation/SpriteKit/Reference/SKScene_Ref/index.html#//apple_ref/occ/instm/SKScene/initWithSize:
Upvotes: 1