Welcome to the Treehouse Community
Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.
Looking to learn something new?
Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.
Start your free trialVictor Fernandes
2,869 PointsI am simulating on a iPhone 5s and i can't seem to get the background to fill the screen
what can i do?
3 Answers
Florin Veja
6,912 PointsVictor, from the screenshot it looks like you are simulating an iPhone 6 instead of an iPhone 5s. As the screen sizes are different, I believe this is why the background will not fill the screen.
Erion Vlada
13,496 PointsAs Florin Veja already stated the issue is that you are simulating on iPhone 6, I myself have the iPhone 6+ and it looked even worse as the background image was even smaller. You need to resize the node to fill the screen.
This is what I did to fix my issue, same as yours.
- (instancetype)initWithSize:(CGSize)size
{
self = [super initWithSize:size];
if(self)
{
// Create a background node with image
SKSpriteNode *background = [SKSpriteNode spriteNodeWithImageNamed:@"splash_1"];
// Position the node in the middle of the scrren
background.position = CGPointMake(self.size.width / 2, self.size.height / 2);
// Stretches the size to fit the screen size of the phone
// NOTE: For future provide a @3 image for iPhone 6+
background.size = CGSizeMake(self.size.width, self.size.height);
// Add background to the main scene
[self addChild:background];
}
return self;
}
Florin Veja
6,912 PointsFlorin Veja
6,912 PointsVictor, can you post a screenshot of what it the background looks line?