作为 obj-c 语言和 Sprite 工具包的新手,我很难在网格中定位矩形......
我创建的矩形中有一个偏移量 - 如果我设法让代码在所选字段中定位一个矩形,另一个矩形将被偏移......
我尝试了几种不同的方法,我可以使用 JavaFX 让它工作。我究竟做错了什么?
下面的照片清楚地显示了我的问题。
我的代码相当简单,可以在这里看到:
#import "MyScene.h"
@implementation MyScene
const int ROWS = 10;
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor darkGrayColor];
[self createBoardWithRows:ROWS];
[self createBoxPositionX:1 positionY:1];
[self createBoxPositionX:3 positionY:3];
[self createBoxPositionX:5 positionY:5];
}
return self;
}
-(void) createBoardWithRows: (int) rows{
for (int i = 1; i < rows; i++){
//Horisontal lines
int yPos = self.size.height/rows * i;
SKShapeNode *lineH = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw, NULL, 0, yPos);
CGPathAddLineToPoint(pathToDraw, NULL, self.size.width, yPos);
lineH.path = pathToDraw;
lineH.lineWidth = 1.0;
[lineH setStrokeColor:[UIColor blackColor]];
//Vertical Lines
int xPos = self.size.width/rows * i;
SKShapeNode *lineV = [SKShapeNode node];
CGPathMoveToPoint(pathToDraw, NULL, xPos, 0);
CGPathAddLineToPoint(pathToDraw, NULL, xPos, self.size.height);
lineV.path = pathToDraw;
lineV.lineWidth = 1.0;
[lineV setStrokeColor:[UIColor blackColor]];
//Add lines
[self addChild:lineH];
[self addChild:lineV];
}
}
-(void) createBoxPositionX:(int) fieldIndexX positionY:(int) fieldIndexY{
int width = self.size.width/ROWS;
int height = self.size.height/ROWS;
int x = (width * fieldIndexX);
int y = (height * fieldIndexY);
CGRect box = CGRectMake(x, y, width, height);
SKShapeNode *shapeNode = [[SKShapeNode alloc] init];
shapeNode.path = [UIBezierPath bezierPathWithRect:box].CGPath;
shapeNode.fillColor = SKColor.yellowColor;
//Stroke settings
shapeNode.strokeColor = [SKColor clearColor];
shapeNode.lineWidth = 0;
[self addChild:shapeNode];
//Alternative rectangle
//SKSpriteNode spriteNodeWithColor:CGSize:
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
@结尾