一开始我已经声明了节点。
//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)
在更新方法中,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
}
在循环播放时,两个图像之间还存在细微的间隙。随着我增加使用游戏速度变量循环播放它们的速度,此差距会增大。
有人可以向我解释我做错了什么吗?
我已经检查过图像本身没有引起问题。
谢谢,
史蒂文
差距可能是因为更新方法每秒调用约60次(如果我没记错的话,默认值为60 fps),则应该使用它SKAction
来简单地翻转图像,这样会更加高效。这是您的起点:
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我来说两句