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:
ios - SpriteKit:SKSpriteNodes之间的差距-LMLPHP
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:
ios - SpriteKit:SKSpriteNodes之间的差距-LMLPHP

10-08 12:30