Below is the code from GameViewController I use to present my GameScene. GameScene comes out respecting the safe areas (iPhone X).
However if I create an SKSprite node, the coords for the upper screen draw into the safe area.
My impression was that would not happen, nor can I find the top and bottom anchors.
p.s. on a side note, I cannot view originalS.frame.width or originalS.frame.height in the debugger, they come out as invalid expressions. yet they don't crash the app.
class GameViewController: UIViewController {
private let myView : UIView = {
let myView = UIView()
myView.translatesAutoresizingMaskIntoConstraints = false
myView.backgroundColor = .clear
return myView
}()
private func addConstraints(){
var constraints = [NSLayoutConstraint]()
constraints.append(myView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor))
constraints.append(myView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor))
constraints.append(myView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor))
constraints.append(myView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor))
NSLayoutConstraint.activate(constraints)
}
let logo = UIImage(named: "startup")
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(myView)
addConstraints()
if let view = self.view as! SKView?
{
myGlobalVars.widthPixels = UIScreen.main.nativeBounds.width
myGlobalVars.heightPixels = UIScreen.main.nativeBounds.height
myGlobalVars.widthPoints = UIScreen.main.bounds.width
myGlobalVars.heightPoints = UIScreen.main.bounds.height
originalS = myView
originalS.backgroundColor = .clear
originalS.translatesAutoresizingMaskIntoConstraints = false
originalS.leftAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leftAnchor).isActive = true
originalS.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 0).isActive = true
originalS.rightAnchor.constraint(equalTo: view.safeAreaLayoutGuide.rightAnchor).isActive = true
originalS.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor , constant: -0).isActive = true
var scene : GameScene!
DispatchQueue.main.async {
scene = GameScene(size: CGSize(width: originalS.frame.width,
height: originalS.frame.height))
scene.anchorPoint = CGPoint(x: 0.0, y: 0.0)
scene.backgroundColor = .black
scene.scaleMode = .aspectFit
myGlobalVars.sceneRect = scene.frame
myGlobalVars.gameScene = scene
view.isHidden = false
view.presentScene(scene)
}
myGlobalVars.passGo = true
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = false
}
}
From another board someone told me make sure I was launching GameScene from my subview, myView