title: iOS SpriteKit Coordinates problems with origin
body: <p>I've been playing around with SpriteKit, because I want to create a game in a year, but I caught some speed bumps lately in a weird form.</p>
  
  <p>So this is the issue.</p>
  
  <p>I have created a regular SpriteKit project and I've changed some default code.
  I added a SKNode with the size of 20,20 (square) to the position 0,0 or CGPointZero.</p>
  
  <p>The thing is, my displayed resolution is 1024x768 and if I run my app in landscape I can't see my square in the 0,0 point, I can only see it if I set the Y position to 100, like </p>
  
  <pre><code>myNode.position = CGPoint(x: 0, y: 100)
  </code></pre>
  
  <p>and if I run my app in portrait mode, the Y axis if fixed, the 0 will be on the left hand corner, but I can't see the square once again , unless I set my X position to 300 like</p>
  
  <pre><code>myNode.position = CGPoint(x: 300, y: 0)
  </code></pre>
  
  <p>Why can't I simply see the node on the 0,0 position no matter which screen orientation I'm facing.</p>
  
  <p>Here goes my full class</p>
  
  <pre><code>import SpriteKit
  
  class GameScene: SKScene {
  
      let myNode = SKSpriteNode()
  
      override func didMoveToView(view: SKView) {
  
          myNode.size = CGSize(width: 20, height: 20)
          myNode.position = CGPoint(x: 0, y: 0)
          myNode.color = UIColor.blackColor()
          myNode.anchorPoint = CGPointZero
          myNode.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 20.0, height: 20.0))
          myNode.physicsBody?.affectedByGravity = false
          myNode.physicsBody?.categoryBitMask = 1
          myNode.physicsBody?.collisionBitMask = 0
          myNode.zPosition = 1
          addChild(myNode)
  
  
  
      }
  
      override func touchesBegan(touches: Set&lt;UITouch&gt;, withEvent event: UIEvent?) {
  
          for touch in touches {
              let moveToY = touch.locationInNode(self).y
              myNode.runAction(SKAction.moveToY(moveToY, duration: 5))
          }
  
  
      }
  
      override func update(currentTime: CFTimeInterval) {
          //print("Position Y: \(self.myNode.position.y)")
      }
  
  
  }
  </code></pre>