所以,目前我有一个我用sprite工具包制作的游戏,并且已经使用这种方式将所有东西都适合屏幕大小:
buyButton = SKSpriteNode(texture: SKTexture(imageNamed: "BuyButton"), color: .clear, size: CGSize(width: frame.maxX / 2.9, height: frame.maxY / 10))
buyButton.position = CGPoint(x:-frame.maxX + frame.midX*2, y: -frame.maxY + frame.midY*1.655)
addChild(buyButton)
你可以看到它使用框架来计算宽度和高度以及场景中节点的位置,这适用于我从6s到8 Plus使用的所有屏幕尺寸。 但是当谈到iPhone X时会出现问题。它似乎可以拉伸所有东西,因为屏幕尺寸更大,形状奇特,如下图所示,与iPhone 8 Plus相比
我一直在寻找这个问题的解决方案,但没有一个真的有帮助,或者只是让它变得更糟,我无法理解如何在我的sprite工具包项目中以编程方式使用安全区域布局,就像在这个解决方案中{{3 }}
我的问题是
如何让所有东西都适合iPhone X的屏幕,以便它适合并且不会切断分数标签以及我在右上角的内容?
编辑2:
itemDescriptionLabel = UILabel(frame: CGRect(x: frame.maxX - 150, y: frame.maxY - 130 , width: frame.maxX / 0.7, height: frame.maxY / 3.5))
itemDescriptionLabel.font = UIFont(name: "SFCompactRounded-Light", size: 17)
itemDescriptionLabel.text = "This purchase stops all the popup ads that happen after a certain amount of time playing the game from showing up."
itemDescriptionLabel.numberOfLines = 4
itemDescriptionLabel.adjustsFontSizeToFitWidth = true
self.scene?.view?.addSubview(itemDescriptionLabel)
编辑3
编辑4
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)
编辑5
screenWidth = self.view!.bounds.width
screenHeight = self.view!.bounds.height
coinScoreLabel = Score(num: 0,color: UIColor(red:1.0, green: 1.0, blue: 0.0, alpha: 1), size: 50, useFont: "SFCompactRounded-Heavy" ) // UIColor(red:1.00, green:0.81, blue:0.07, alpha:1.0)
coinScoreLabel.name = "coinScoreLabel"
coinScoreLabel.horizontalAlignmentMode = .right
//coinScoreLabel.verticalAlignmentMode = .top
coinScoreLabel.position = CGPoint(x: screenWidth / 2.02, y: inset.top - screenHeight / 2.02)
coinScoreLabel.zPosition = 750
addChild(coinScoreLabel)
我在另一个我有的SpriteNode上试过它,比如下面这个,它起作用我不知道为什么黄色标签正在这样做。
playButton = SKSpriteNode(texture: SKTexture(imageNamed: "GameOverMenuPlayButton"), color: .clear, size: CGSize(width: 120, height: 65))
playButton.position = CGPoint(x: inset.right - frame.midX, y: inset.bottom + frame.minY + playButton.size.height / 1.7)
playButton.zPosition = 1000
deathMenuNode.addChild(playButton)
这样的结果很完美:
答案 0 :(得分:4)
有趣的问题。当我们尝试变换"时,问题就出现了。我们查看到SKView
来创建我们的游戏场景。从本质上讲,我们可以拦截那一刻(使用viewWillLayoutSubviews
而不是viewDidLoad
)并根据safeAreaLayoutGuide布局框架属性转换视图框架。
一些代码作为示例:
class GameViewController: UIViewController {
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if #available(iOS 11.0, *), let view = self.view {
view.frame = self.view.safeAreaLayoutGuide.layoutFrame
}
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
}
}
class GameScene: SKScene {
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
let labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
let labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
let labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
let labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
}
另一种只获取安全区域布局框架和当前视图框架之间的差异而不通过viewWillLayoutSubviews
来启动场景的方法,可能就是使用协议。
P.S。:在下面,我已经报告了一个参考图片,您可以在其中看到不同的尺寸:
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameViewController: UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
class GameScene: SKScene,LayoutSubviewDelegate {
var labLeftTop:SKLabelNode!
var labRightTop:SKLabelNode!
var labLeftBottom:SKLabelNode!
var labRightBottom:SKLabelNode!
func safeAreaUpdated() {
if let view = self.view {
let top = view.bounds.height-(view.bounds.height-view.safeAreaLayoutGuide.layoutFrame.height)+UIApplication.shared.statusBarFrame.height
let bottom = view.bounds.height - view.safeAreaLayoutGuide.layoutFrame.height-UIApplication.shared.statusBarFrame.height
refreshPositions(top: top, bottom: bottom)
}
}
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
func refreshPositions(top:CGFloat,bottom:CGFloat){
labLeftTop.position = CGPoint(x:0,y:top)
labRightTop.position = CGPoint(x:self.frame.width,y:top)
labLeftBottom.position = CGPoint(x:0,y:bottom)
labRightBottom.position = CGPoint(x:self.frame.width,y:bottom)
}
}
获取正确的安全区域尺寸而不触及当前类代码的另一种方法可以使用某个子类,因此对于GameViewController
我们将其设置为GameController
和GameScene
我们可以将其设置为GenericScene
,如下例所示:
class GameViewController: GameController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameController:UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
}
class GameScene: GenericScene {
override func safeAreaUpdated() {
super.safeAreaUpdated()
if let view = self.view {
let insets = view.safeAreaInsets
// launch your code to update positions here
}
}
override func didMove(to view: SKView) {
super.didMove(to: view)
// your stuff
}
}
class GenericScene: SKScene, LayoutSubviewDelegate {
func safeAreaUpdated(){}
override func didMove(to view: SKView) {
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
}
}
答案 1 :(得分:1)
您可以通过视图safeAreaInsets
获得边距。在大多数设备上,insets将为零,但在iPhone X上为非零。
例如,用以下代码替换你的行:
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)