Reputation: 11275
This is with iOS 9. I am unable to set the background color of an SKView, it always renders with the default grey. Is there a way around this?
let frame = CGRect(x: 0, y: 0, width: 200, height: 100)
let spriteView = SKView(frame: frame)
spriteView.backgroundColor = .blueColor()
self.view.addSubview(spriteView)
When the above code is run the SKView is grey instead of blue. What I really want to be able to do is set allowsTransparency = true
but I can't get that to work if I can't change the background color to clearColor
.
Anyone else running into this? Any workarounds?
Update
Even with @Danilo's suggestion, this still displays as grey:
let frame = CGRect(x: 0, y: 0, width: 200, height: 100)
let spriteView = SKView(frame: frame)
spriteView.backgroundColor = .clearColor()
spriteView.allowsTransparency = true
spriteView.opaque = false
Update
Apparently setting the backgroundColor
of an SKView has not effect, but if you do set it to anything then allowsTransparency = true
doesn't work.
Upvotes: 2
Views: 1526
Reputation: 1022
let spriteView = SKView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
let spriteKitScene = SKScene(size: spriteView.frame.size)
spriteKitScene.backgroundColor = SKColor.blackColor()
spriteView.presentScene(spriteKitScene)
self.view.addSubview(spriteView)
Upvotes: 0
Reputation: 16292
In addition to adding a SKView
, we need a SKScene
that is to be presented by the SKView
; we then adjust/change the backgroundColor
of the SKScene
. A node, in turn, will be added by the scene.
For example:
//create a SKView, which takes up the same frame as our view
let spriteView = SKView(frame: self.view.bounds)
//adding spriteView as a child view of our view
self.view.addSubview(spriteView)
//Here, we create a scene, which is the root object of
//the graph
let scene = SKScene(size: spriteView.frame.size)
scene.backgroundColor = .orangeColor()
//As said, we present the scene with our SKView
spriteView.presentScene(scene)
//Here, we create a node, which will be added by our scene
//This node takes up a size that you originally created and has the
//background color set to blue
let nodeFrame = CGRect(x: 0, y: 0, width: 200, height: 100)
let node = SKSpriteNode(color: .blueColor(), size: nodeFrame.size)
//The following just serves to show how we can adjust the node's
//position; I will leave that to you
node.position = CGPointMake(scene.frame.size.width - 200, scene.frame.size.height - 100)
//Finally, we add the node to our scene
scene.addChild(node)
Upvotes: 4