2015-10-18 65 views
0

在开始时我宣布了节点。为什么我的SpriteKit场景中的循环图像之间存在差距?

//地面节点的声明。

var groundImage: SKSpriteNode = SKSpriteNode() 
var groundImage2: SKSpriteNode = SKSpriteNode() 

在viewDidLoad中我有:

//Creates an instance of both sprites that are of the same image that are to be lined up against each other in the x axis creating the illution of continuity. 

    groundImage = SKSpriteNode(imageNamed: "Ground.png") 
    groundImage2 = SKSpriteNode(imageNamed: "Ground.png") 

    //Specifies the Z position of the images. 

    groundImage.zPosition = 3 
    groundImage2.zPosition = 3 

    //Scales the images to the correct size of the screen. 

    groundImage.size.width = self.frame.width 
    groundImage.size.height = self.groundImage.size.height/2 

    groundImage2.size.width = self.frame.width 
    groundImage2.size.height = self.groundImage2.size.height/2 

    //Specicies the x position of the images. By offsetting the second you create the illution of a long, continuous image. 

    groundImage.position.x = view.bounds.size.width * 0.5 
    groundImage2.position.x = view.bounds.size.width * 1.5 

    //Specifies the y postion of the images, obviously these are the same as they are not to be offset at any time. 

    groundImage.position.y = (view.bounds.size.height - view.bounds.size.height) + self.groundImage.size.height/2 
    groundImage2.position.y = (view.bounds.size.height - view.bounds.size.height) + self.groundImage2.size.height/2 

    //Not sure what this does yet. 

    groundImage.texture?.filteringMode = SKTextureFilteringMode.Nearest 
    groundImage2.texture?.filteringMode = SKTextureFilteringMode.Nearest 

    //Adds instances of the sprites to the scene. 

    self.addChild(groundImage) 
    self.addChild(groundImage2) 

在更新方法我有:

//This is how the image is moved relative the number specified. The number in the variable is how many pixels the frame is being moved each frame refresh. 

    groundImage.position.x -= gameSpeed 
    groundImage2.position.x -= gameSpeed 

    if (groundImage.position.x <= -self.view!.bounds.size.width/2) 
    { 
     groundImage.position.x = self.view!.bounds.size.width * 1.5 // - 2 
    } 


    if (groundImage2.position.x <= -self.view!.bounds.size.width/2) 
    { 
     groundImage2.position.x = self.view!.bounds.size.width * 1.5 // - 2 
    } 

任何尚未有当它们被循环的两个图像之间的微小的间隙。随着我使用游戏速度变量增加循环速度,这个差距会增大。

任何人都可以向我解释我做错了吗?

我检查了图像本身并没有引起问题。

感谢,

史蒂芬

+0

你为什么不使用'SKAction'这个? – ColdSteel

+0

这个差距可能是因为更新方法每秒调用大约60次(如果我没有错,默认值是60fps),您应该使用'SKAction'来简单地翻转图像,效率会更高。 这是你的出发点https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/AddingActionstoSprites/AddingActionstoSprites.html – ColdSteel

+0

Thankyou,这有帮助。 – Fiducial13

回答

1

的差距可能是因为更新方法在第二个叫做约60倍(默认为60fps,如果我没看错), 你应该使用SKAction简单地翻转你的图片, 它会更有效率。这里是你的出发点:

https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/AddingActionstoSprites/AddingActionstoSprites.html

+0

这虽然有所帮助,但我仍然在图像之间找到一条细线,比以前小得多,但仍然很明显。有任何想法吗? – Fiducial13

+0

哦...使图像大1像素。 – ColdSteel

+0

掩盖行 - 我有这样的事情......我想我使用了3个图像 - 我不remmeber - 你可以尝试真正使它在这里像素更大。 – ColdSteel

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