SpriteKit - 安全区域布局 Iphone X
SpriteKit - safe area layout Iphone X
所以,目前我有一款游戏是我用 sprite kit 制作的,并使用这种方式让所有内容都适合屏幕尺寸:
buyButton = SKSpriteNode(texture: SKTexture(imageNamed: "BuyButton"), color: .clear, size: CGSize(width: frame.maxX / 2.9, height: frame.maxY / 10))
buyButton.position = CGPoint(x:-frame.maxX + frame.midX*2, y: -frame.maxY + frame.midY*1.655)
addChild(buyButton)
如您所见,它使用框架来计算宽度和高度以及节点在场景中的位置,这适用于我从 6s 到 8 Plus 一直使用的所有屏幕尺寸。
但是当涉及到 iPhone X 时,它就有问题了。与 iPhone 8 Plus
相比,它似乎拉伸了一切,因为屏幕尺寸更大且形状奇特,如下所示
我一直在寻找这个问题的解决方案,但 none 真的帮了我的忙,甚至使它变得更糟,我无法理解如何在我的 sprite 工具包项目中以编程方式使用安全区域布局,例如在此解决方案中
我的问题是
我如何才能让所有东西都适合 iPhone X 的屏幕,这样它就适合并且不会切断乐谱标签和我在右上角的东西?
编辑 2:
itemDescriptionLabel = UILabel(frame: CGRect(x: frame.maxX - 150, y: frame.maxY - 130 , width: frame.maxX / 0.7, height: frame.maxY / 3.5))
itemDescriptionLabel.font = UIFont(name: "SFCompactRounded-Light", size: 17)
itemDescriptionLabel.text = "This purchase stops all the popup ads that happen after a certain amount of time playing the game from showing up."
itemDescriptionLabel.numberOfLines = 4
itemDescriptionLabel.adjustsFontSizeToFitWidth = true
self.scene?.view?.addSubview(itemDescriptionLabel)
编辑 3
编辑 4
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)
编辑 5
screenWidth = self.view!.bounds.width
screenHeight = self.view!.bounds.height
coinScoreLabel = Score(num: 0,color: UIColor(red:1.0, green: 1.0, blue: 0.0, alpha: 1), size: 50, useFont: "SFCompactRounded-Heavy" ) // UIColor(red:1.00, green:0.81, blue:0.07, alpha:1.0)
coinScoreLabel.name = "coinScoreLabel"
coinScoreLabel.horizontalAlignmentMode = .right
//coinScoreLabel.verticalAlignmentMode = .top
coinScoreLabel.position = CGPoint(x: screenWidth / 2.02, y: inset.top - screenHeight / 2.02)
coinScoreLabel.zPosition = 750
addChild(coinScoreLabel)
我在我拥有的另一个 SpriteNode 上尝试了它,例如下面的这个,它适用于我不知道为什么 黄色标签 正在这样做。
playButton = SKSpriteNode(texture: SKTexture(imageNamed: "GameOverMenuPlayButton"), color: .clear, size: CGSize(width: 120, height: 65))
playButton.position = CGPoint(x: inset.right - frame.midX, y: inset.bottom + frame.minY + playButton.size.height / 1.7)
playButton.zPosition = 1000
deathMenuNode.addChild(playButton)
结果是这样的,很完美:
有趣的问题。当我们尝试 "transform" 我们的 视图 到 SKView
来创建我们的游戏场景时,问题就出现了。本质上,我们可以截取那个时刻(使用 viewWillLayoutSubviews
而不是 viewDidLoad
)并根据 safeAreaLayoutGuide 布局框架 属性.
转换视图框架
一些代码作为示例:
游戏视图控制器:
class GameViewController: UIViewController {
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if #available(iOS 11.0, *), let view = self.view {
view.frame = self.view.safeAreaLayoutGuide.layoutFrame
}
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
}
}
游戏场景:
class GameScene: SKScene {
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
let labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
let labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
let labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
let labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
}
其他方法:
另一种仅获取安全区域布局框架和当前视图框架之间的差异而不通过 viewWillLayoutSubviews
来启动我们的场景的方法可能是使用协议。
P.S.:在下方,我报告了一张参考图片,您可以在其中看到不同尺寸:
- 主屏幕高度(我们的视图高度)
- 安全区
- 状态栏高度(在顶部,iPhone X 为 44 像素)
游戏视图控制器:
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameViewController: UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
游戏场景:
class GameScene: SKScene,LayoutSubviewDelegate {
var labLeftTop:SKLabelNode!
var labRightTop:SKLabelNode!
var labLeftBottom:SKLabelNode!
var labRightBottom:SKLabelNode!
func safeAreaUpdated() {
if let view = self.view {
let top = view.bounds.height-(view.bounds.height-view.safeAreaLayoutGuide.layoutFrame.height)+UIApplication.shared.statusBarFrame.height
let bottom = view.bounds.height - view.safeAreaLayoutGuide.layoutFrame.height-UIApplication.shared.statusBarFrame.height
refreshPositions(top: top, bottom: bottom)
}
}
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
func refreshPositions(top:CGFloat,bottom:CGFloat){
labLeftTop.position = CGPoint(x:0,y:top)
labRightTop.position = CGPoint(x:self.frame.width,y:top)
labLeftBottom.position = CGPoint(x:0,y:bottom)
labRightBottom.position = CGPoint(x:self.frame.width,y:bottom)
}
}
输出:
子类化方法:
另一种在不触及当前 类 代码的情况下获得正确安全区域尺寸的方法可以使用一些子类,因此对于我们的 GameViewController
我们将其设置为 GameController
并且对于 GameScene
我们可以将其设置为 GenericScene
就像这个例子:
游戏视图控制器:
class GameViewController: GameController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameController:UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
}
游戏场景:
class GameScene: GenericScene {
override func safeAreaUpdated() {
super.safeAreaUpdated()
if let view = self.view {
let insets = view.safeAreaInsets
// launch your code to update positions here
}
}
override func didMove(to view: SKView) {
super.didMove(to: view)
// your stuff
}
}
class GenericScene: SKScene, LayoutSubviewDelegate {
func safeAreaUpdated(){}
override func didMove(to view: SKView) {
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
}
}
参考文献:
您可以通过视图的 safeAreaInsets
获得边距。插入在大多数设备上为零,但在 iPhone X.
上为非零
例如,将您的行替换为:
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)
所以,目前我有一款游戏是我用 sprite kit 制作的,并使用这种方式让所有内容都适合屏幕尺寸:
buyButton = SKSpriteNode(texture: SKTexture(imageNamed: "BuyButton"), color: .clear, size: CGSize(width: frame.maxX / 2.9, height: frame.maxY / 10))
buyButton.position = CGPoint(x:-frame.maxX + frame.midX*2, y: -frame.maxY + frame.midY*1.655)
addChild(buyButton)
如您所见,它使用框架来计算宽度和高度以及节点在场景中的位置,这适用于我从 6s 到 8 Plus 一直使用的所有屏幕尺寸。 但是当涉及到 iPhone X 时,它就有问题了。与 iPhone 8 Plus
相比,它似乎拉伸了一切,因为屏幕尺寸更大且形状奇特,如下所示我一直在寻找这个问题的解决方案,但 none 真的帮了我的忙,甚至使它变得更糟,我无法理解如何在我的 sprite 工具包项目中以编程方式使用安全区域布局,例如在此解决方案中
我的问题是
我如何才能让所有东西都适合 iPhone X 的屏幕,这样它就适合并且不会切断乐谱标签和我在右上角的东西?
编辑 2:
itemDescriptionLabel = UILabel(frame: CGRect(x: frame.maxX - 150, y: frame.maxY - 130 , width: frame.maxX / 0.7, height: frame.maxY / 3.5))
itemDescriptionLabel.font = UIFont(name: "SFCompactRounded-Light", size: 17)
itemDescriptionLabel.text = "This purchase stops all the popup ads that happen after a certain amount of time playing the game from showing up."
itemDescriptionLabel.numberOfLines = 4
itemDescriptionLabel.adjustsFontSizeToFitWidth = true
self.scene?.view?.addSubview(itemDescriptionLabel)
编辑 3
编辑 4
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)
编辑 5
screenWidth = self.view!.bounds.width
screenHeight = self.view!.bounds.height
coinScoreLabel = Score(num: 0,color: UIColor(red:1.0, green: 1.0, blue: 0.0, alpha: 1), size: 50, useFont: "SFCompactRounded-Heavy" ) // UIColor(red:1.00, green:0.81, blue:0.07, alpha:1.0)
coinScoreLabel.name = "coinScoreLabel"
coinScoreLabel.horizontalAlignmentMode = .right
//coinScoreLabel.verticalAlignmentMode = .top
coinScoreLabel.position = CGPoint(x: screenWidth / 2.02, y: inset.top - screenHeight / 2.02)
coinScoreLabel.zPosition = 750
addChild(coinScoreLabel)
我在我拥有的另一个 SpriteNode 上尝试了它,例如下面的这个,它适用于我不知道为什么 黄色标签 正在这样做。
playButton = SKSpriteNode(texture: SKTexture(imageNamed: "GameOverMenuPlayButton"), color: .clear, size: CGSize(width: 120, height: 65))
playButton.position = CGPoint(x: inset.right - frame.midX, y: inset.bottom + frame.minY + playButton.size.height / 1.7)
playButton.zPosition = 1000
deathMenuNode.addChild(playButton)
结果是这样的,很完美:
有趣的问题。当我们尝试 "transform" 我们的 视图 到 SKView
来创建我们的游戏场景时,问题就出现了。本质上,我们可以截取那个时刻(使用 viewWillLayoutSubviews
而不是 viewDidLoad
)并根据 safeAreaLayoutGuide 布局框架 属性.
一些代码作为示例:
游戏视图控制器:
class GameViewController: UIViewController {
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if #available(iOS 11.0, *), let view = self.view {
view.frame = self.view.safeAreaLayoutGuide.layoutFrame
}
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
}
}
游戏场景:
class GameScene: SKScene {
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
let labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
let labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
let labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
let labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
}
其他方法:
另一种仅获取安全区域布局框架和当前视图框架之间的差异而不通过 viewWillLayoutSubviews
来启动我们的场景的方法可能是使用协议。
P.S.:在下方,我报告了一张参考图片,您可以在其中看到不同尺寸:
- 主屏幕高度(我们的视图高度)
- 安全区
- 状态栏高度(在顶部,iPhone X 为 44 像素)
游戏视图控制器:
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameViewController: UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
override func viewDidLoad() {
super.viewDidLoad()
print("---")
print("∙ \(type(of: self))")
print("---")
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
游戏场景:
class GameScene: SKScene,LayoutSubviewDelegate {
var labLeftTop:SKLabelNode!
var labRightTop:SKLabelNode!
var labLeftBottom:SKLabelNode!
var labRightBottom:SKLabelNode!
func safeAreaUpdated() {
if let view = self.view {
let top = view.bounds.height-(view.bounds.height-view.safeAreaLayoutGuide.layoutFrame.height)+UIApplication.shared.statusBarFrame.height
let bottom = view.bounds.height - view.safeAreaLayoutGuide.layoutFrame.height-UIApplication.shared.statusBarFrame.height
refreshPositions(top: top, bottom: bottom)
}
}
override func didMove(to view: SKView) {
print("---")
print("∙ \(type(of: self))")
print("---")
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
labLeftTop = SKLabelNode.init(text: "LEFTTOP")
labLeftTop.horizontalAlignmentMode = .left
labLeftTop.verticalAlignmentMode = .top
labRightTop = SKLabelNode.init(text: "RIGHTTOP")
labRightTop.horizontalAlignmentMode = .right
labRightTop.verticalAlignmentMode = .top
labLeftBottom = SKLabelNode.init(text: "LEFTBTM")
labLeftBottom.horizontalAlignmentMode = .left
labLeftBottom.verticalAlignmentMode = .bottom
labRightBottom = SKLabelNode.init(text: "RIGHTBTM")
labRightBottom.horizontalAlignmentMode = .right
labRightBottom.verticalAlignmentMode = .bottom
self.addChild(labLeftTop)
self.addChild(labRightTop)
self.addChild(labLeftBottom)
self.addChild(labRightBottom)
labLeftTop.position = CGPoint(x:0,y:self.frame.height)
labRightTop.position = CGPoint(x:self.frame.width,y:self.frame.height)
labLeftBottom.position = CGPoint(x:0,y:0)
labRightBottom.position = CGPoint(x:self.frame.width,y:0)
}
func refreshPositions(top:CGFloat,bottom:CGFloat){
labLeftTop.position = CGPoint(x:0,y:top)
labRightTop.position = CGPoint(x:self.frame.width,y:top)
labLeftBottom.position = CGPoint(x:0,y:bottom)
labRightBottom.position = CGPoint(x:self.frame.width,y:bottom)
}
}
输出:
子类化方法:
另一种在不触及当前 类 代码的情况下获得正确安全区域尺寸的方法可以使用一些子类,因此对于我们的 GameViewController
我们将其设置为 GameController
并且对于 GameScene
我们可以将其设置为 GenericScene
就像这个例子:
游戏视图控制器:
class GameViewController: GameController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
protocol LayoutSubviewDelegate: class {
func safeAreaUpdated()
}
class GameController:UIViewController {
weak var layoutSubviewDelegate:LayoutSubviewDelegate?
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let _ = self.view {
layoutSubviewDelegate?.safeAreaUpdated()
}
}
}
游戏场景:
class GameScene: GenericScene {
override func safeAreaUpdated() {
super.safeAreaUpdated()
if let view = self.view {
let insets = view.safeAreaInsets
// launch your code to update positions here
}
}
override func didMove(to view: SKView) {
super.didMove(to: view)
// your stuff
}
}
class GenericScene: SKScene, LayoutSubviewDelegate {
func safeAreaUpdated(){}
override func didMove(to view: SKView) {
if let view = self.view, let controller = view.next, controller is GameViewController {
(controller as! GameViewController).layoutSubviewDelegate = self
}
}
}
参考文献:
您可以通过视图的 safeAreaInsets
获得边距。插入在大多数设备上为零,但在 iPhone X.
例如,将您的行替换为:
let safeAreaInsets = yourSpriteKitView.safeAreaInsets;
buyButton.position = CGPoint(x:safeAreaInsets.left - frame.maxX + frame.midX*2, y: safeAreaInsets.top - frame.maxY + frame.midY*1.655)