调用shadowCastBitMask =时,屏幕大小调整错误

时间:2014-09-26 06:54:11

标签: xcode cocoa-touch debugging sprite-kit ios8

我正在制作一个球/划桨"突破" iOS8的风格游戏,其中的块从屏幕顶部掉落。

我决定在sprite-kit中试用Apple的新SKLightNode,它的效果非常好,从屏幕顶部投射出光线:

在levelScene.h中

   #import <SpriteKit/SpriteKit.h>
in levelScene.m:

-(id)initWithSize:(CGSize)size {
...

 SKLightNode* light = [[SKLightNode alloc] init];
   // light.enabled = YES;
 light.categoryBitMask = lightCategory;
 light.falloff = 1;
 light.ambientColor = [UIColor whiteColor];
 light.lightColor = [[UIColor alloc] initWithRed:0.0 green:1.0 blue:0.5 alpha:0.5];
 light.shadowColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:0.2];
 light.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height - 20);

 [self addChild:light];
...
}

并从靠近屏幕底部的球拍投下阴影:

-(id)initWithSize:(CGSize)size {
...
 self.paddle.shadowCastBitMask = lightCategory;
...
}

然而,当我尝试通过定义我的矩形(或块)spriteNodes的shadowCastBitMask来使我的下降块投射阴影时,不同于桨,在整个游戏中以不同的间隔添加,我经历了一种奇怪的剪裁整个屏幕及其所有内容调整到原始大小的60%-80%左右,略微垂直挤压。它只适用于最短暂的时刻,所以我无法理解它甚至对图像做了什么,更不用说为什么了。我在网上找不到与这个bug有关的任何内容。

我可以说,每次重播 一个块从屏幕顶部进入,甚至是第一次,这表明它与同时调用的多个实例无关。由于桨(以及测试时的球)似乎没有问题地投下阴影,我只能假设这是在游戏过程中进行呼叫的事实,而不是在它开始之前,就像在情况下一样。 paddle,或者我的-addRectangle调用中有一些东西我不知道。

所以,这里 - (void)addRectangle的全部内容,shadowCastBitMask = ...调用接近结束:

- (void)addRectangle {

// Create sprite
self.rectangle = [SKSpriteNode spriteNodeWithImageNamed:@"Rectangle"];

// Determine where to spawn the rectangle along the X axis



int minX = (CGRectGetMinX(self.frame) + (self.rectangle.size.width/2)) ;
int maxX= (( CGRectGetMaxX(self.frame)) - (self.rectangle.size.width)) ;


int actualX =  ( arc4random_uniform(maxX) +minX);

// Create the rectangle slightly off-screen
self.rectangle.position = CGPointMake(actualX, self.frame.size.height + self.rectangle.size.height/1);

self.rectangle.zPosition = 5;




// Determine speed of the rectangle



   if(multiplier>=29 && multiplier<49){

    int minDuration = 5.5;
    int maxDuration = 7.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.rectangle.size.height/1) duration:actualDuration];
           [self.rectangle runAction:actionMove];
}


if(multiplier>=49 &&  multiplier < 99){

int minDuration = 4.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;

// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.rectangle.size.height/1) duration:actualDuration];
      [self.rectangle runAction:actionMove];
   }

if(multiplier>=99){

    int minDuration = 3.0;
    int maxDuration = 4.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.rectangle.size.height/1) duration:actualDuration];
    [self.rectangle runAction:actionMove];
}




else if (multiplier<29){

    int minDuration = 6.0;
    int maxDuration = 10.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.rectangle.size.height/1) duration:actualDuration];
      [self.rectangle runAction:actionMove];
}



 self.rectangle.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.rectangle.size];

 self.rectangle.physicsBody.dynamic = YES;
self.rectangle.physicsBody.restitution = 0.4f;
self.rectangle.physicsBody.density = 1000;
self.rectangle.physicsBody.categoryBitMask = blockCategory;
 self.rectangle.physicsBody.contactTestBitMask =  bottomCategory |  paddleCategory | laserCategory;
self.rectangle.physicsBody.collisionBitMask =  0x0 ;
 self.rectangle.physicsBody.affectedByGravity = NO;

 //the offending line:

  self.rectangle.shadowCastBitMask = lightCategory;

 [self addChild:self.rectangle];
 [_blocks addObject:self.rectangle];

_EyeLeft = [SKSpriteNode spriteNodeWithImageNamed:@"Eye"];

  _EyeLeft.position = CGPointMake(_EyeLeft.parent.position.x-10, _EyeLeft.parent.position.y) ;
//  _EyeLeft.zPosition = 7;
  _EyeLeft.physicsBody.allowsRotation = YES;
_EyeLeft.name = @"Eye";
[self.rectangle addChild: _EyeLeft];
[_Eyes addObject:_EyeLeft];



_EyeRight = [SKSpriteNode spriteNodeWithImageNamed:@"Eye"];

_EyeRight.position = CGPointMake(_EyeRight.parent.position.x+10, _EyeRight.parent.position.y) ;
  //  _EyeRight.zPosition = 7;
_EyeRight.physicsBody.allowsRotation = YES;
_EyeRight.name = @"Eye";

  // _EyeLeft.physicsBody.angularDamping = 0.2;

[self.rectangle addChild: _EyeRight];
[_Eyes addObject:_EyeRight];


}

如果我只是删除shadowCastBitMask = ...调用,则不会重现该错误,但是我没有阴影。

我也不明白为什么整个画面会调整大小,因为我不知道,据我所知,调用任何与当时音阶或场景相关的命令,当然不是由这样的电话。

任何帮助都将不胜感激, 提前感谢您的时间和任何帮助。

1 个答案:

答案 0 :(得分:0)

我遇到了这个问题,我注意到它在使用tilemap时发生了,所以我只是为bG使用了静态大图像,似乎已经解决了问题