[英]Sprite not staying on screen (left and right)
我正在制作一個在屏幕上移動的Sprite游戲,我使用self.physicsBody = SKPhysicsBody(edgeLoopFromRect:self.frame)為邊緣創建了一個碰撞。這似乎適用於屏幕的頂部和底部,但左側而Sprite的右側則移出屏幕。 我不確定為什么會這樣,感謝初學者的任何建議。 我包括了我設置的滾動背景的代碼。 我也有其他敵人的精靈從屏幕上生成並進入了視野,也許這會影響邊界?
class GameScene: SKScene, SKPhysicsContactDelegate{
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Edge : UInt32 = 0b1
static let Spaceman: UInt32 = 0b10
static let Ship: UInt32 = 0b11
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody?.categoryBitMask = PhysicsCategory.Edge
physicsWorld.contactDelegate = self
// Repeating Background
var bgTexture = SKTexture(imageNamed: "spacebackground")
var movebg = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 9)
var replacebg = SKAction.moveByX(bgTexture.size().width, y: 0, duration: 0)
var moveForever = SKAction.repeatActionForever(SKAction.sequence([movebg, replacebg]))
for var i:CGFloat=0; i<3; i++ {
var wave = SKSpriteNode(texture: bgTexture)
wave.position = CGPoint(x: bgTexture.size().width/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
wave.size.height = self.frame.height
wave.runAction(moveForever)
self.addChild(wave)
}
Spaceman.texture = (Texture1)
Spaceman.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
Spaceman.setScale(0.4)
Spaceman.physicsBody=SKPhysicsBody(rectangleOfSize: TheBat.size)
Spaceman.physicsBody?.affectedByGravity = true
Spaceman.physicsBody?.dynamic = true
Spaceman.physicsBody?.allowsRotation = false
Spaceman.physicsBody?.categoryBitMask = PhysicsCategory.Spaceman
Spaceman.physicsBody?.contactTestBitMask = PhysicsCategory.Ship
Spaceman.physicsBody!.collisionBitMask = PhysicsCategory.Edge
self.addChild(Spaceman)
檢查以確保您的sceneview設置為viewcontroller的邊界,應該在將場景添加到視圖中的位置執行此操作,應該是其中之一
/* Set the scale mode to scale to fit the window */
scene.size = skView.bounds.size
scene.scaleMode = .ScaleToFit;
/* Set the scale mode to scale to fit the window */
scene.size = skView.bounds.size
scene.scaleMode = .AspectFit;
如果是.AspectFill,則將超出屏幕范圍。
還要在SKView中執行showPhysics = true來顯示碰撞范圍。
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