I've found a strange behavior while using the iPhone 5S as development-target(Simulator and real device).
I'd like to scale a SKSpriteNode
with an SKAction.scaleTo
. This works fine on the iPhone 4S and the iPhone 5 simulator(Tested with iOS 7.0.3 and iOS 8).
But on the iPhone 5S simulator, the node doesn't scale. Also on my real iPhone 5S it doesn't scale.
Here is my code:
for tile in tileArray{
if(tile.color == searchColor){
var action = SKAction.scaleTo(0.5, duration: 0.5)
var action2 = SKAction.scaleTo(1, duration: 0.5)
tile.runAction(SKAction.repeatActionForever(SKAction.sequence([action, action2])))
}
}
EDIT:
I've now found out, that the if-block doesn't get called on the iPhone 5S. I don't know why. For the other iPhones it works.But as you see, the two colors are the same:
UIDeviceRGBColorSpace 0.203922 0.286275 0.368627 1
UIDeviceRGBColorSpace 0.203922 0.286275 0.368627 1
How is that possible?
Important: Other SKaction.scaleTo actions are working without any problems.