I have a question regarding universal game assets and absolute positioning of a SKNodes in Sprite Kit (iOS 8+).
I will try to present my problem through an example as follows:
Imagine a 2D top down game with a SKSpriteNode which represents a house. A house has multiple child SKSpriteNodes which represent chairs, desk, sofa, etc.
I have 3 versions of house asset:
1x - 200 x 200px(Non-retina iPads),2x - 400 x 400px(Retina iPhones and iPads),3x - 600 x 600px(iPhone 6 Plus).
Important: Child nodes (chairs, desk, etc.) positions are defined in a .plist file. Something like this (JSON representation):
children: [
{
position = {20,20};
},
...
]
Since the position is defined in points and not in pixels, everything gets positioned like expected according to device screen scale. For 1x devices the position stays {20,20}, for 2x position is {40,40} and for 3x the position is {60,60}.
Problem:
The problem is that 200x200px and 400x400px assets are way to small for iPad devices in order to achieve similar look and feel on all devices.
Question:
How to successfully present/import assets in a way that would enable me to achieve similar (if not the same) look and feel on all devices/screen sizes without breaking child nodes positioning?
My takes:
Take 1:
I could simply use the existing 400x400px assets on Non-retina iPad devices and 600x600px assets on Retina iPad devices for the house node but the positioning of a child nodes would become broken. This is because the child position value wouldn't change and would still be {20,20} and {40,40} for iPad devices respectively, while the assets would be bigger. This would yield inaccurate child positions relative to the house node.
Take 2:
I could also scale the SKScene size (zoom effect) while using the normal 200x200px and 400x400px sized assets for iPad devices respectively. This works and it keeps the child nodes positioning working but the rendered quality of the scene/assets is not good as it should be. Also, this feels like a hack and we don't want that.
Take 3:
I could also use twice as big assets for iPad devices and double the child nodes position at the runtime. In this case I would use a 400x400px asset for non-retina iPad devices and a new 800x800px asset for retina iPad devices. While this looks great and keeps the child nodes positioning working, it seems like a really big hack fixing child node position during runtime with this:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
position.x *= 2.0f;
position.y *= 2.0f;
}
Thank you for taking the time to read the question!