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In SpriteKit on iOS, scaling a textured sprite produces an incorrect frame?


In SpriteKit on iOS, scaling a textured sprite produces an incorrect frame?

By : HVromman
Date : November 18 2020, 03:49 PM
it helps some times I'm learning SpriteKit game development for the fun of it & I've run across a seemingly simple problem that has me stumped. , Your problem may be in the order of these two lines :
code :
  spaceship.setScale(0.50)
  let debugFrame = SKShapeNode.init(rect: spaceship.frame)


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SpriteKit: moving sprite infinitely cause the frame sometimes incontinuous

SpriteKit: moving sprite infinitely cause the frame sometimes incontinuous


By : A. Vrbic
Date : March 29 2020, 07:55 AM
I wish this helpful for you A couple of suggestions.
Since you are using the same three images, you don't need to re-create the sprites each time. It should be less expensive to set the hidden value to YES, move the sprite somewhere, set the texture and then show it again with hidden to NO. SpriteKit doesn't draw hidden nodes, or ones off screen.
Swift IOS Spritekit Scaling Sprite Size Based on Device Size

Swift IOS Spritekit Scaling Sprite Size Based on Device Size


By : user3688857
Date : March 29 2020, 07:55 AM
Hope this helps Imo, simply scaling relative to the GameScene's size is good enough. In GameViewController, I initialize the scene to be the view.bounds.size. When you create your sprite, just make a setScale call to make it proportional to view.bounds.size. Since view.bounds.size is based on how big the screen is, you'll get proportionally bigger images for bigger screened devices.
Detect touch within Sprite texture and not the entire frame iOS Swift SpriteKit?

Detect touch within Sprite texture and not the entire frame iOS Swift SpriteKit?


By : Evgeniy Kovalevskiy
Date : March 29 2020, 07:55 AM
it helps some times If you attach a physics body to each button, you can detect which physics body your touch lands on.
You can generate a physics body from the button's texture (assuming the button is an SKSpriteNode) using SKPhysicsBody(texture:size:) or SKPhysicsBody(texture:alphaThreshold:size:), or you can create a CGPath describing the button's shape and use SKPhysicsBody(polygonFromPath:). Assign the body to the button's physicsBody property. Assuming you don't actually want the physics simulator to move your buttons, set each body's dynamic property to false.
Sprite scaling causes incorrect positioning and rotation in three.js

Sprite scaling causes incorrect positioning and rotation in three.js


By : Oka Mahendra
Date : March 29 2020, 07:55 AM
I hope this helps . I'm trying to create a sprite with text. I'm not using TextGeometry for performance reasons. , Solved. I had to change the canvas size just after canvas creation:
code :
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');

var size = 56;
canvas.height = size;
canvas.width = size;
IOS Swift SpriteKit Scaling Entire Views According to Frame Size

IOS Swift SpriteKit Scaling Entire Views According to Frame Size


By : Ekeshkekesh
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further I don't believe there is an easy way to fix my problem, nor do I believe that the solution I was looking for exists. This is how I fixed my problem:
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