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Using Swift, how do I resize individual SKSpriteNodes for various iPad device sizes?
Using Swift, how do I resize individual SKSpriteNodes for various iPad device sizes? Currently, I use theScene.scaleMode = .resizeFill for scaling the entire SKScene and it works as advertised. Please note that .aspectFill does not solve the challenge described below. My challenge is to resize individual SKSpriteNodes (that are components of the overall SKScene) based on size of the iOS device; for example, iPad Mini <--> iPad Pro Right now, I hard code the sizes of these Nodes. But I realize this is not the optimum approach. Again, hard coding is frowned upon. So I am looking for a more dynamic method that functions based on device size.
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571
Oct ’24
How do I stop a node as it is moving around a UIBezierPath and then restart the moving from where it stopped?
I have an oval UIBezierPath with a moving SKSpriteNode, I stop its motion and record the stopped position. I then restart this motion and want it to restart where it initially stopped. Works great if motion is not stopped. Movement is great around entire oval Path. Also works great as long as this stop-restart sequence occurs along the top half of the oval UIBezierPath. However, I have problems along the bottom half of this Path -- it stops okay, but the restart position is not where it previously stopped. My method to create this oval UIBezierePath is as follows: func createTrainPath() { trainRect = CGRect(x: tracksPosX - tracksWidth/2, y: tracksPosY - tracksHeight/2, width: tracksWidth, height: tracksHeight) // these methods come from @DonMag trainPoints = generatePoints(inRect: trainRect, withNumberOfPoints: nbrPathPoints) trainPath = generatePathFromPoints(trainPoints!, startingAtIDX: savedTrainIndex) } // createTrainPath My method to stop this motion is as follows: func stopFollowTrainPath() { guard (myTrain != nil) else { return } myTrain.isPaused = true savedTrainPosition = myTrain.position // also from @DonMag savedTrainIndex = closestIndexInPath( trainPath, toPoint: savedTrainPosition) ?? 0 } // stopFollowTrainPath Finally, I call this to re-start this motion: func startFollowTrainPath() { var trainAction = SKAction.follow(trainPath.cgPath, asOffset: false, orientToPath: true, speed: thisSpeed) trainAction = SKAction.repeatForever(trainAction) myTrain.run(trainAction, withKey: runTrainKey) myTrain.isPaused = false } // startFollowTrainPath Again, great if motion is not stopped. Movement is great around entire oval Path. Again, no problem for stopping and then restarting along top half of oval .. the ohoh occurs along bottom half. Is there something I need to do within GameScene's update method that I am missing? For example, do I need to reconstruct my UIBezierPath? every time my node moves between the top half and the bottom half and therein account for the fact that the node is traveling in the opposite direction from the top half?
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863
Nov ’24
External soundbar not playing nice with TV
Apple TV Samsung TV SONOS Soundbar + S1 stereo speakers Apple TV Preferences Sound output = SONOS soundbar Samsung Preferences Sound Output = SONOS HDMI eArc soundbar start with Apple TV movies and as I switch from movie to movie, sound comes out stereo as it should however when I switch to Netflix or YouTube TV with stereo content, sound comes out mono .. until I manually change the ATV Preferences to stereo. As ong as I stay with Netflix content, stereo output. But change to YouRube TV or ATV, it automatically changes to mono. ?????
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188
Feb ’25