Reputation: 4164
I'm writing an app with a continuously (sdieways) scrolling terrain, which is made up dynamically of images. So I create a sprite, scroll it sideways, & when it's about to show its right edge as it continues to scroll, I add a second sprite to its right, which also scrolls, etc, etc. As they disappear off the left, they're removed.
The problem is that when I add the new sprite, there's a small gap (around 4 px) between it & the previous one, as if in the time it takes to put it on screen, the scroll animation has moved a few pixels.
The scrolling class is this -
import UIKit
import SpriteKit
private let lagOffset: CGFloat = 4.0 // currently, this is the only way I can get rid of the gap between terrain blocks
class GameScene: SKScene
{
private var terrainNumber = 2
private var followingTerrainBlock: TerrainBlock? = .None
override init(size: CGSize)
{
super.init(size: size)
// create the first terrain block
let terrainBlock = TerrainBlock(size: Size.terrainBlock, terrainNumber: 1)
terrainBlock.position = CGPoint(x: size.width / 2.0 + Size.terrainBlock.width, y: size.height / 2.0)
addChild(terrainBlock)
followingTerrainBlock = terrainBlock
moveTerrainBlock(terrainBlock)
}
required init?(coder aDecoder: NSCoder)
{
fatalError("init(coder:) has not been implemented")
}
func moveTerrainBlock(terrainBlock: TerrainBlock)
{
// create the next terrain block on a background thread as it's quite expensive
// it'll be ready in plenty of time for when it's needed
GCD.async { () -> () in
self.followingTerrainBlock = TerrainBlock(size: Size.terrainBlock, terrainNumber: self.terrainNumber)
}
var targetX = size.width / 2.0
let y = terrainBlock.position.y
let move = SKAction.moveTo(CGPoint(x: targetX, y: y), duration: Time.terrainScroll)
// move the terrain block to centre on the screen - at this point we add the following terrain block immediately behind it, off-screen
// the scroll animation lasts 5 seconds before the completion closure runs, by which time self.followingTerrainBlock has been ready for ages
terrainBlock.runAction(move) { [weak self]() -> Void in
if let strongSelf = self
{
strongSelf.terrainNumber++
// we have to put an offset into the position of the new terrain block, or there'll be a gap between the old & new blocks
strongSelf.followingTerrainBlock!.position = CGPoint(x: targetX + Size.terrainBlock.width - lagOffset, y: y)
strongSelf.addChild(strongSelf.followingTerrainBlock!)
// now we tell the new terrain block to follow the existing one
strongSelf.moveTerrainBlock(strongSelf.followingTerrainBlock!)
// then we continue moving the existing terrain block until it's off-screen, then remove the sprite
targetX -= Size.terrainBlock.width - lagOffset
let move = SKAction.moveTo(CGPoint(x: targetX, y: y), duration: Time.terrainScroll)
terrainBlock.runAction(move) { () -> Void in
terrainBlock.removeFromParent()
}
}
}
}
}
What I'd like to know is how to put the following terrain blocks on screen so that they're exactly lined up with the right edge of the previous one. If I stop the animation & add one, the position is correct without the offset, so there's nothing wrong with the position calculation.
Upvotes: 2
Views: 70
Reputation: 1608
As you create each block, create a constraint (with constant = 0) attaching it to previous block...etc for each block there after.
I believe that as each block moves off the view the constraint will dealloc as well, but you might have to consider this part too.
Upvotes: 1