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SKShapeNode定位

[英]SKShapeNode Positioning

I'm poking around SpriteKit and encountered some weirdness ie i'm simply adding rectangular SKShapeNode that should be fullscreen on iPhone 我在SpriteKit周围闲逛,遇到了一些怪异现象,即我只是添加了应该在iPhone上全屏显示的矩形SKShapeNode

override func didMoveToView(view: SKView) {
    let _box            = SKShapeNode(rectOfSize: self.frame.size)
    _box.strokeColor    = SKColor.blueColor()
    _box.fillColor      = SKColor.blueColor()
    _box.position       = CGPointMake(200, 200)
    _box.name           = "box"
    self.addChild(_box)

    let _player         = SKShapeNode(circleOfRadius: 50)
    _player.position    = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
    _player.fillColor   = SKColor.redColor()
    _player.strokeColor = SKColor.redColor()
    _player.name        = "player"
    _player.physicsBody = SKPhysicsBody(circleOfRadius: 50)
    _player.physicsBody?.dynamic = true
    _player.physicsBody?.allowsRotation = false
    self.addChild(_player)

    let _ground         = SKShapeNode(rectOfSize: CGSizeMake(self.frame.width, 20))
    _ground.name        = "ground"
    _ground.position    = CGPointMake(0, 0)
    _ground.fillColor   = SKColor.greenColor()
    _ground.strokeColor = SKColor.greenColor()
    _ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.width, 20))
    _ground.physicsBody?.dynamic = false
    self.addChild(_ground)
}

My views are initialised this way override func viewDidLoad() { super.viewDidLoad() } 我的视图以这种方式初始化,覆盖了func viewDidLoad(){super.viewDidLoad()}

override func viewWillLayoutSubviews() {
    super.viewWillLayoutSubviews()
    if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
        // Configure the view.
        let skView = self.view as SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        /* Set the scale mode to scale to fit the window */
        scene.scaleMode = .AspectFill

        skView.presentScene(scene)
    }

}

The resulting scene looks like so: screenshot 结果场景如下: 屏幕截图

All Nodes are shifted to the left-bottom. 所有节点都移到了左下角。 Basically left-bottom corner of rectangular shapes is out of bounds (i've checked that by positioning blue shape to (200, 200) instead of (0, 0) - and left-bottome edges were still out of screen frame. 基本上,矩形的左下角超出范围(我已经通过将蓝色形状定位为(200,200)而不是(0,0)进行了检查-并且左下边缘仍然不在屏幕框架之内。

Anchor point for scene is set to (0, 0) so the basically it looks like for me, that it sets position for central point of shape. 场景的锚点设置为(0,0),所以基本上对我来说,它设置形状中心点的位置。

What is a best way to define position of left-bottom corner of the Node, instead of mid-point? 定义节点左下角而不是中点的最佳方法是什么?

_box.position       = CGPointMake(self.size.width*.5, self.size.height*.5)

这会将您的精灵的中心定位在屏幕的中心。

If you create a shape using a bezier path or CGPath, you can specify the position of its "anchor point," where the path's origin specifies the bottom/left corner of the path. 如果使用贝塞尔曲线路径或CGPath创建形状,则可以指定其“锚点”的位置,其中路径的原点指定路径的左下角。 For example, 例如,

    UIBezierPath* bezierPath = [UIBezierPath bezierPathWithRect: CGRectMake(0, 0, 50, 50)];
    SKShapeNode *shape = [SKShapeNode node];
    shape.path = bezierPath.CGPath;
    shape.fillColor = [SKColor blueColor];

Also, if your deployment target is iOS 8, you can create your shape node with 另外,如果您的部署目标是iOS 8,则可以使用

    SKShapeNode *shape = [SKShapeNode shapeNodeWithRect:CGRectMake(0, 0, 50, 50)];
    shape.fillColor = [SKColor blueColor];

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