问题
I am trying to (learn how to) build a game using SpriteKit and i ran into a problem that has been bugging me for hours. I have a class named Tank with the following constructor:
+ (instancetype)tankAtPosition:(CGPoint)position {
Tank *tank = [self spriteNodeWithImageNamed:@"tank_base_1"];
tank.position = position;
tank.anchorPoint = CGPointMake(0.5, 0.5);
return tank;
}
In my scene i have the following constructor:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
SKSpriteNode *background = [SKSpriteNode spriteNodeWithImageNamed:@"level_bg_1"];
background.xScale = 0.40f;
background.yScale = 0.40f;
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:background];
Tank *tank = [Tank tankAtPosition:CGPointMake(CGRectGetMidX(self.frame), 512)];
[self addChild:tank];
}
return self;
}
which compiled results in the following render:

Everything ok for now, however, if i change the y of the tank to 256:
Tank *tank = [Tank tankAtPosition:CGPointMake(CGRectGetMidX(self.frame), 256)];
I get this:

As far as i know, the bottom is y = 0 and and the middle point y = 512, so when i specify a y = 256 it should be centered in the bottom half of the screen. Why is is near the edge? The testing device is a ipad retina mini and in the Deployment Info > Devices i specified iPad. What am i missing? Thank you.
回答1:
i figured it out. the frame size was all messed up because i set my game to run in landscape only. solution: initialize the scene in viewDidLayoutSubviews instend of viewDidLoad
- (void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [Level sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
来源:https://stackoverflow.com/questions/25253654/skspritenode-position