一开始我已经宣布了节点。
//地面节点声明。
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
}
当两个图像循环时,它们之间仍然存在微小的差距。当我使用游戏速度变量增加它们的循环速度时,这个差距会增加。
有人可以向我解释我做错了吗?
我已检查过图像本身并未导致问题。
谢谢,
史蒂芬
答案 0 :(得分:1)
差距可能是因为更新方法在一秒钟内调用了大约60次(如果我没有错,则默认为60 fps),
您应该使用SKAction
来简单地翻转图片,
它会更有效率。这是你的出发点: