title: Make SKScene fill whole screen using Swift
body: <p>I have the following in <code>GameViewController.swift</code></p>
  
  <pre><code>class GameViewController: UIViewController {
  
      override func viewWillLayoutSubviews() {
          super.viewWillLayoutSubviews()
          println(self.view.frame.size)
          var skView:SKView = self.view as SKView
          if skView.scene == nil {
              skView.showsFPS = false
              skView.showsNodeCount = false
  
              // Create and configure the scene.
              var scene : SKScene = GameScene(size: skView.bounds.size)
              scene.scaleMode = SKSceneScaleMode.AspectFill
  
              // Present the scene.
              skView.presentScene(scene)
          }
      }
  
      override func prefersStatusBarHidden() -&gt; Bool {
          return true
      }
  }
  </code></pre>
  
  <p>it prints :</p>
  
  <pre><code>(320.0,480.0)
  </code></pre>
  
  <p>How to make the <code>GameScene</code> fill the whole screen instead of leaving black bands at the top and bottom of the screen?</p>
  
  <p>the code in <code>GameScene.swift</code></p>
  
  <pre><code>class GameScene: SKScene {
      override func didMoveToView(view: SKView) {
          /* Setup your scene here */
          var background : SKSpriteNode = SKSpriteNode (imageNamed: "background.png")
          background.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2)
          self.addChild(background)
      }
  }
  </code></pre>
  
  <p><code>background.png</code> is an image of size <code>640x1138</code></p>
  
  <p>The deployment target is iOS 7.1</p>
  
  <p>I am using Xcode 6.0.1 (Beta)</p>