I have an iPhone game that was first developed for iPhone 6 and when played on the iPhone 5 sim it works fine but when played on the iPhone 4 sim the sides are stretched out?!? and the nodes that I spawn in from the left and the right side spawn on the screen instead of off the screen like on the iPhone 6 and 5. (please don't say this is a duplicate as I have been looking for weeks of how to deal with different iPhones)
I have arrows coming in the from the left and the right that spawn randomly on the y axis. They spawn off screen then slowly move on screen than move quickly across the screen but on the iPhone 4 the arrows spawn on the screen. this is the code for one of the arrows
-(void) leftArrow
{
int randomY = arc4random() % (675 - 175);
int yPoint = randomY + 175;
leftArrow = [SKSpriteNode spriteNodeWithImageNamed:@"arrow"];
leftArrow.size = CGSizeMake(leftArrow.size.width/1.2, self.frame.size.height/22);
leftArrow.position = CGPointMake(CGRectGetMidX(self.frame) - 230, yPoint);
leftArrow.zPosition = 50;
leftArrow.alpha = 1;
SKAction* action1 = [SKAction moveToX:leftArrow.position.x + 30 duration:0.5];
SKAction* wait = [SKAction waitForDuration:0.75];
SKAction* action2 = [SKAction moveToX:leftArrow.position.x + 470 duration:1.5];
SKAction* sequence = [SKAction sequence:@[action1,wait,action2,destroy]];
[self addChild:leftArrow];
if (deadDown == 1 || deadUp == 1 || didIntersect == true)
{
[leftArrow runAction:destroy];
}
else
{
[leftArrow runAction:sequence completion:^{
if (ii != 1)
{
if (didIntersect != true)
{
score++;
if (score == 100)
{
backgroundScore.fontSize = 300;
backgroundScore.position = CGPointMake(backgroundScore.position.x, backgroundScore.position.y + 30);
}
strFromInt = [NSString stringWithFormat:@"%d",score];
backgroundScore.text = strFromInt;
}
}
}];
}
}
I am also using this in my didmovetoview function
self.scaleMode = SKSceneScaleModeAspectFill;
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