【发布时间】:2015-03-04 17:22:01
【问题描述】:
我正在使用 Sprite Kit 创建我的第一个游戏。这是一款 Flappy Bird 类型的游戏。左边的图像是今天早些时候游戏的样子。我最终创建了一个全新的项目。我复制了上一个项目的代码并将其粘贴到当前项目中。我也将与上一个项目完全相同的图像放入当前项目中。没有编译错误,一切正常,只是游戏现在看起来像右边的图像。如您所见,图像宽度更小。任何建议将不胜感激,如果您希望我提供此问题中的所有代码,请告诉我,谢谢。
这是射箭场景的全部代码:
//
// ArcheryScene.swift
// FlappyBird (swift)
//
// Created by Brandon Ballard on 1/6/15.
// Copyright (c) 2015 Brandon Ballard. All rights reserved.
//
import UIKit
import SpriteKit
class ArcheryScene: SKScene, SKPhysicsContactDelegate {
var bird = SKSpriteNode()
var pipeUpTexture = SKTexture()
var pipeDownTexture = SKTexture()
var pipesMoveAndRemove = SKAction()
var score = 0
let pipeGap = 150.0
enum ColliderType:UInt32 {
case BIRD = 1
case PIPE = 2
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
backgroundColor = SKColor.cyanColor()
//physics
self.physicsWorld.gravity = CGVectorMake(0.0, -15.0);
self.physicsWorld.contactDelegate = self
//Bird
var birdTexture = SKTexture(imageNamed:"Bird")
birdTexture.filteringMode = SKTextureFilteringMode.Nearest
bird = SKSpriteNode(texture: birdTexture)
bird.setScale(0.6)
bird.position = CGPoint(x: self.frame.width * 0.35 + 20, y: self.frame.size.height * 0.95)
bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height / 2.0)
bird.physicsBody?.dynamic = true
bird.physicsBody?.allowsRotation = true
bird.physicsBody?.affectedByGravity = true
bird.physicsBody!.collisionBitMask = ColliderType.BIRD.rawValue
bird.physicsBody!.contactTestBitMask = ColliderType.PIPE.rawValue
self.addChild(bird)
//Ground
var groundTexture = SKTexture(imageNamed: "Ground")
var sprite = SKSpriteNode(texture: groundTexture)
sprite.setScale(2.0)
sprite.position = CGPointMake(self.size.width / 2, sprite.size.height / 2.0)
self.addChild(sprite)
var ground = SKNode()
ground.position = CGPointMake(0, groundTexture.size().height + 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2.0))
ground.physicsBody?.dynamic = false
self.addChild(ground)
//Pipes
//Create the Pipes
pipeUpTexture = SKTexture(imageNamed: "PipeUp")
pipeDownTexture = SKTexture(imageNamed: "PipeDown")
//Movement of Pipes
let distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeUpTexture.size().width)
let movePipes = SKAction.moveByX(-distanceToMove, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
let removePipes = SKAction.removeFromParent()
pipesMoveAndRemove = SKAction.sequence([movePipes,removePipes])
//Spawn Pipes
let spawn = SKAction.runBlock({() in self.spawnPipes()})
let delay = SKAction.waitForDuration(NSTimeInterval(2.0))
let spawnThenDelay = SKAction.sequence([spawn,delay])
let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
self.runAction(spawnThenDelayForever)
}
func spawnPipes() {
let pipePair = SKNode()
pipePair.position = CGPointMake(self.frame.size.width + pipeUpTexture.size().width * 2, 0)
pipePair.zPosition = -10
let height = UInt32(self.frame.size.height / 4)
let y = arc4random() % height + height
var pipeDown = SKSpriteNode(texture: pipeDownTexture)
pipeDown.setScale(2.0)////////
pipeDown.position = CGPointMake(3.0, CGFloat(y) + pipeDown.size.height + CGFloat(pipeGap) )
pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize: pipeDown.size)
pipeDown.physicsBody?.dynamic = false
pipeDown.physicsBody!.affectedByGravity = false
pipeDown.physicsBody!.collisionBitMask = ColliderType.PIPE.rawValue
pipePair.addChild(pipeDown)
var pipeUp = SKSpriteNode(texture: pipeUpTexture)
pipeUp.setScale(2.0)
pipeUp.position = CGPointMake(0.0, CGFloat(y))
pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: pipeUp.size )
pipeUp.physicsBody?.dynamic = false
pipeUp.physicsBody!.affectedByGravity = false
pipeUp.physicsBody!.collisionBitMask = ColliderType.PIPE.rawValue
pipePair.addChild(pipeUp)
pipePair.runAction(pipesMoveAndRemove)
self.addChild(pipePair)
}
func didBeginContact(contact: SKPhysicsContactDelegate) {
scene?.view?.paused = true
//gameOver()
}
func createScoreNode() -> SKLabelNode {
let scoreNode = SKLabelNode(fontNamed: "Brandon Ballard")
scoreNode.name = "scoreNode"
let newScore = "\(score)"
scoreNode.text = newScore
scoreNode.fontSize = 125
scoreNode.fontColor = SKColor.cyanColor()
scoreNode.position = CGPointMake(CGRectGetMidX(self.frame), 58)
self.addChild(scoreNode)
return scoreNode
}
func gameOver() {
let scoreNode = self.createScoreNode()
self.addChild(scoreNode)
let fadeOut = SKAction.sequence([SKAction.waitForDuration(3.0), SKAction.fadeOutWithDuration(3.0)])
let welcomeReturn = SKAction.runBlock({
let transition = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
let welcomeScene = GameScene(fileNamed: "GameScene")
self.scene!.view?.presentScene(welcomeScene, transition: transition)
})
let sequence = SKAction.sequence([fadeOut, welcomeReturn])
self.runAction(sequence)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
bird.physicsBody?.velocity = CGVectorMake( 0, 0 )
bird.physicsBody?.applyImpulse(CGVectorMake(0,25))
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
【问题讨论】:
-
没有代码似乎很难回答。你如何构建你的变换矩阵?
-
可能场景大小(记录一下!)或 scene.scaleMode 不同
-
我很抱歉,但我对这一切都很陌生,我真的不知道什么是变换矩阵。但是我确实添加了代码,希望对您有所帮助
-
看看我的回答。在 GameViewController stackoverflow.com/questions/27725318/… 中查看您的代码
-
我一直在尝试,但我没有任何运气
标签: ios swift sprite-kit sprite image-size