ios – Swift SpriteKit edgeLoopF​​romRect问题

以下代码识别场景的底部和顶部边缘,并且球按预期反弹.但是,场景的左右边缘始终被破坏.球离开屏幕然后如果施加足够的力则最终返回.就好像场景的边缘超出了
iphone模拟器窗口的边缘.

import SpriteKit

class GameScene: SKScene {
    override func didMoveToView(view: SKView){
        self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
        backgroundColor = UIColor.cyanColor()
        var ball = SKSpriteNode(imageNamed: "ball")
        ball.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
        self.addChild(ball)
        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.size.height/2)
        let push = CGVectorMake(10, 10)
        ball.physicsBody.applyImpulse(push)

    }
}

我认为它与.sks文件有关,因为尺寸设置在那里,如果我改变那些反映在游戏上的尺寸.有人知道怎么做,所以这行代码优先于.sks文件维度?这样它将是动态的,可以在不同的设备上工作.

self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)

我在这里发现了同样的问题,但从未回答过:
Swift physicsbody edge recognition issue

此外,我是iOS app dev和swift的新手,请原谅我,如果答案很明显,我就错过了.

最佳答案 你可能在关于.sks文件的正确轨道上.从.sks文件加载场景时,默认大小为1024×768.现在,您可以根据视图大小动态设置它.所以,将viewDidLoad与viewWillLayoutSubviews交换,如下所示:

override func viewWillLayoutSubviews() {
    super.viewWillLayoutSubviews()

    if let scene = GameScene(fileNamed:"GameScene") {
        // Configure the view.
        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        //Because viewWillLayoutSubviews might be called multiple times, check if scene is already initialized
         if(skView.scene == nil){

            /* Set the scale mode to scale to fit the window */
            scene.scaleMode = .AspectFill
            scene.size = skView.bounds.size

            skView.presentScene(scene)
        }
    }
}

SO上有很多关于differences between viewDidLoad and viewWillLayoutSubviews的帖子,所以我会在答案中跳过这个帖子.

希望这可以帮助.

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