I have this text below that is too long to fit on the screen when it runs. How can I make this 2 lines rather than one?
myLabel.text = "The weather today is going to be partly cloudy with a chance of rain"
edit/update:
**For iOS 11 or later you can set numberOfLines, lineBreakMode, and preferredMaxLayoutWidth properties. attributedText is supported as well **
Original answer
You can create your own method to display multi line text as follow:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
displayMultiLineTextAt(CGRectGetMidX(self.frame) - 100, y: CGRectGetMidY(self.frame) + 50, align: SKLabelHorizontalAlignmentMode.Left, lineHeight: 20.0, text: "Welcome to StackOverFlow!\nThe weather today is going to\nbe partly cloudy with a chance\nof rain.")
}
func displayMultiLineTextAt(x: CGFloat, y: CGFloat, align: SKLabelHorizontalAlignmentMode, lineHeight: CGFloat, text: String) {
let textNode = SKNode()
textNode.position = CGPointMake(x, y)
var lineAt: CGFloat = 0
for line in text.componentsSeparatedByString("\n") {
let labelNode = SKLabelNode(fontNamed: "Arial")
labelNode.fontSize = 14
labelNode.horizontalAlignmentMode = align
labelNode.fontColor = SKColor(hue: 1, saturation: 1, brightness: 1, alpha: 1)
labelNode.position = CGPointMake(0, lineAt)
labelNode.text = line
textNode.addChild(labelNode)
lineAt -= lineHeight
}
scene!.addChild(textNode)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}