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SOLVED: Project 11 - Part 1

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Hi everyone! I'm getting started with SpriteKit on Project 11. Couple issues I'm facing so far. First, is the background image does not automatically fill the entire screen like it does in Paul's video? Second, when creating the boxes/balls, they fall off the screen. In Paul's video, they stop at the bottom. I've copied the code identically so am not sure why I'm facing these problems.

This is my GameScene.swift file:

import SpriteKit

class GameScene: SKScene {
    override func didMove(to view: SKView) {
        let background = SKSpriteNode(imageNamed: "background")
        background.position = CGPoint(x: 512, y: 384)
        background.blendMode = .replace
        background.zPosition = -1
        addChild(background)

        physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let touch = touches.first else { return }
        let location = touch.location(in: self)

        let ball = SKSpriteNode(imageNamed: "ballRed")
        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width)
        ball.physicsBody?.restitution = 0.4
        ball.position = location
        addChild(ball)
    }
}

This is what my background looks like: iPad Simulator Screenshot

3      

Ah. I was able to figure it out. On the GameScene.sks file, I hadn't adjusted my scene size to match that of Paul's. Once I set the width to 1024, and height to 768 it runs great!

3      

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