当调用shadowCastBitMask时出现奇怪的屏幕调整大小错误=

当调用shadowCastBitMask时出现奇怪的屏幕调整大小错误=

问题描述:

我正在制作iOS8的球/桨“突围”式游戏,其中块从屏幕顶部落下。当调用shadowCastBitMask时出现奇怪的屏幕调整大小错误=

我决定尝试苹果的精灵套件的新SKLightNode和它的工作奇妙,从屏幕顶部铸造光:

在levelScene.h

#import <SpriteKit/SpriteKit.h> 
在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]; 
... 
} 

和铸造从靠近屏幕底部的桨阴影:

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

但是,当我尝试通过定义我的矩形(或块)spriteNodes的shadowCastBitMask来投影阴影时,它与桨不同,在整个播放过程中以不同的间隔添加,我体验了一种奇怪的裁剪整个屏幕及其所有内容重新调整到原始大小的60%-80%,并略微垂直压扁。这只是最短暂的时刻,所以我无法获得它对图像做什么的体面的想法,更不用说为什么了。我没有发现任何关于这个bug的信息。

我可以说,它每再现一个块从屏幕的顶部进入,即使是第一次,这表明它与多个实例同时被调用无关。由于桨(和测试时的球)似乎没有问题地投下阴影,我只能假定它是与在游戏过程中进行调用的事实有关,而不是在它开始之前进行的, paddle,或者我的-addRectangle调用中有某些东西在丢失。

所以,这里是 - (无效)addRectangle其全部的shadowCastBitMask = ...呼叫已经接近尾声:

- (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]; 


} 

的错误,如果我只是删除shadowCastBitMask不再现= ...打电话,但是我没有得到阴影。

我也不明白为什么整幅图片会调整大小,因为据我所知,我并没有调用当时与刻度或场景相关的任何命令,当然不会由这样的调用触发。

任何帮助都将不胜感激, 在此先感谢您的时间和任何帮助提供。

+1

我得到这一点。你找到解决方案吗? – RichS 2015-03-24 21:05:50

+1

我从来没有害怕,我放弃使用下降的块的阴影,并在桨上使用它们,没有问题,显然:/ – lazyjoeco 2015-03-26 10:27:44

+0

耻辱。谢谢回复。 – RichS 2015-03-27 11:20:39

我有这个问题,我注意到它使用tilemap的时候发生的事情,所以我只是用一个静态图像大的BG和似乎已经解决了这个问题