title: Xcode .aspectFill tilts code on iPad and iPhone X
body: <p>I have made a game routine in <code>Swift 4</code>.
  <strong>GameScene.SKS</strong> is set up for resolution <code>750x1334</code>.
  When I'm testing, the code goes on <code>iPad</code> and on <code>iPhone X</code>.</p>
  
  <p>For example, when a <code>SpriteNode</code> hits a "<code>dirt boulder</code>", the sprite node must stop. I've solved this in the code by testing <code>SKPhysicsContact</code>. When a <code>spriteNode</code> hits a "<code>dirt boulder</code>", the <code>SpriteNode</code> is located just up to the "<code>dirt boulder</code>" from the direction the <code>spriteNode</code> came from. This occurs by correction of the <strong>x</strong> and <strong>y</strong> coordinates of the sprite node.</p>
  
  <p>It works fine on iPhone SE, 5, 6, 7 and 8. However, on the different iPad and iPhone X, the code moves so that when the <code>SpriteNode</code> hits a "dirt Boulder", the <code>SpriteNode</code> will be located on the opposite side of the "<code>dirt Boulder</code>" - so the code works the opposite ...</p>
  
  <p>In <strong>GameViewController.swift</strong>, I have used this code to customize <strong>GameScene.sks</strong> to the different devices:</p>
  
  <pre><code>if let view = self.view as! SKView? {
      if let scene = SKScene (fileNamed: "GameScene") {
          scene.scaleMode = .aspectfill
          view.presentScene (scene)
      }
  }
  </code></pre>