How do you scale SKSpirteNode without anti aliasing

半世苍凉 提交于 2019-12-03 06:09:49

Try,

SKTexture *texture = [SKTexture textureWithImageNamed:@"Fak4o"];
texture.filteringMode = SKTextureFilteringNearest;
SKSpriteNode *newHero = [SKSpriteNode spriteNodeWithTexture:texture];
newHero.position = CGPointMake(200, 200);
[newHero setScale:50];
[self addChild:newHero];

SKTextureFilteringNearest

Each pixel is drawn using the nearest point in the texture. This mode is faster, but the results are often pixelated.

Swift:

sprite.texture!.filteringMode = .Nearest

Just a note, if you create a SKSpriteNode instead of SKTexture, you can set the SKTextureFilteringNearest like in the following example:

SKSpriteNode *asteroid = [SKSpriteNode spriteNodeWithImageNamed:@"o1"];
asteroid.size = CGSizeMake(36, 24);
asteroid.position = CGPointMake(startX, startY);
asteroid.name = @"obstacle";
// >>>
asteroid.texture.filteringMode = SKTextureFilteringNearest;
// <<<
[self addChild:asteroid];
Umair Malik

try this:

hero.xscale = 6.0f;
hero.yscale = 6.0f;
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