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iOS Build a Game with Sprite Kit Game Loop and Texture Atlas Transitioning between Scenes

Victor Fernandes
Victor Fernandes
2,869 Points

I am simulating on a iPhone 5s and i can't seem to get the background to fill the screen

what can i do?

Victor, can you post a screenshot of what it the background looks line?

3 Answers

Victor, 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.

As 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;
}