当蓝色的方格落在红色的方格上时,会留下一个缺口。但当我让蓝色方块从较低的位置落下时,没有间隙另外,当我给蓝色方块一个更高的质量时,红色方块下面的间隙(在地面上)消失,当质量太高时,红色方块消失。
我还使正方形更小,因为像素的数量不等于png文件的像素,这导致了更大的差距。当我把“showsPhysics”设置为真的时候,也会有一个可以看到的间隙,当正方形没有缩小时,这个间隙会更大。
Gap between SKSpriteNodes (picture)
//: Playground - noun: a place where people can play
import UIKit
import SpriteKit
import PlaygroundSupport
class Scene: SKScene {
var square = SKSpriteNode(texture: SKTexture(imageNamed: "red"), size: SKTexture(imageNamed: "red").size())
var square2 = SKSpriteNode(texture: SKTexture(imageNamed: "blue"), size: SKTexture(imageNamed: "blue").size())
var label = SKLabelNode(fontNamed: "Chalkduster")
override func didMove(to view: SKView) {
self.addChild(square)
self.addChild(square2)
self.addChild(label)
}
override func didChangeSize(_ oldSize: CGSize) {
// Add Scene Physics
self.physicsBody?.usesPreciseCollisionDetection = true
self.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: -1, y: -1, width: self.size.width + 2, height: self.size.height + 2))
self.backgroundColor = UIColor.white
self.physicsBody?.usesPreciseCollisionDetection = true
//Add square
square.texture?.usesMipmaps = true
square.zPosition = 11
square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
square.physicsBody?.usesPreciseCollisionDetection = true
square.physicsBody?.mass = 0.1
square.physicsBody?.allowsRotation = false
square.physicsBody?.usesPreciseCollisionDetection = true
square.setScale(0.25)
square.position = CGPoint(x: self.frame.width / 2, y: self.square.size.height)
square.name = "square"
//Add square2
square2.texture?.usesMipmaps = true
square2.zPosition = 11
square2.physicsBody = SKPhysicsBody(rectangleOf: square2.size)
square2.physicsBody?.usesPreciseCollisionDetection = true
square2.physicsBody?.mass = 0.1
square2.physicsBody?.allowsRotation = false
square2.physicsBody?.usesPreciseCollisionDetection = true
square2.setScale(0.25)
square2.position = CGPoint(x: self.frame.width / 2, y: self.square.size.height * 6)
square2.name = "square2"
//Add label
label.fontSize = 30
label.text = "w: \(self.frame.size.width) h: \(self.frame.size.height)"
label.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height - 30)
label.fontColor = UIColor.black
label.zPosition = 100
}
}
class ViewController: UIViewController {
let scene = Scene()
var viewSize = CGSize(width: 0, height: 0)
override func loadView() {
self.view = SKView()
}
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
view.frame = CGRect(origin: CGPoint(x: -1, y: -1), size: viewSize)
view.presentScene(scene)
view.showsPhysics = false
view.showsFPS = true
view.showsNodeCount = true
}
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
scene.size = CGSize(width: self.view.frame.size.width, height: self.view.frame.size.height)
}
}
PlaygroundPage.current.liveView = ViewController()
最佳答案
作为print
命令的证明,sprite节点之间没有实际的间隙,并且使用超级放大屏幕快照的第二个证明:
你提供的游乐场没有复制问题,这让我想知道。。。你的项目怎么了?
第2页: