Note: I have tried this answer: Gap between SKSpriteNodes in SpriteKit collision detection
I am getting gaps in between my SKSpriteNodes, after 5 minutes of letting my game run. Here is my code to make the node:
let tileNode = SKSpriteNode(imageNamed: "world1Tile\(tileNumber).png")
tileNode.position.x = x
tileNode.position.y = y
tileNode.size.width = 128
tileNode.size.height = 128
tileNode.zPosition = 10
tileNode.physicsBody = SKPhysicsBody(rectangleOf: tileNode.size)
tileNode.physicsBody!.isDynamic = false
tileNode.physicsBody!.restitution = 0
tileNode.physicsBody!.allowsRotation = false
tileNode.name = "Tile"
row.append(tileNode)
When I remove the physics body, it is running fine. Here is are some images to show you what I mean:
This image has a physics body, and was taken after immediately after running the app.
This image was taken 5 minutes after running the app.
Why is this happening? I assume it has something to do with the physics body, because my app looks exactly like the first picture, even an hour after running the app if there is no physics body. What physics body property should I change to stop this from happening? Any help would be appreciated.
I had a similar issue not too long ago, where gaps were appearing between nodes that were tiled (although I didn't use physics). Based on this answer, I found that if you want perfect alignment between nodes, it is best to ensure that the positions of nodes as well as the nodes' width and height are whole numbers.
I would suggest to round-off the x and y values of the position of tileNode and see if it will make any difference .
I'm guessing there is no gap. you probably have 'showPhysics' to true in your gameviewcontroller, and the line appears as a gap to me.
compare position with and without the pb to verify.
I had similar problem where gaps between sprites started appearing after around 5 minutes of scrolling with constant speed (game with infinite scroll). I did not use physics and I even had all positions, widths, heights rounded to integer value. I was scrolling the camera and adding new sprites one right after another and everything was working fine except after around 5 minutes of that infinite scrolling gaps begin to appear just as in your case. I spent some time in looking for a solution and it turned out that the problem was that when positions of my objects were becoming big that is in my case X position in the scene was around 150000 then those gaps started to appear and also I noticed that this problem occurred only on devices which had to scale the scene. I was using aspect fill with default scene size for iPhone 6 resolution and those gaps only appeared on iPhone 5 but on iPhone 6 I did not notice them. I was able to fix that issue by subtracting some constant value from X position of all objects (including camera position) from time to time so that everything on the scene relatively did not change position to the camera and look the same but actually absolute positions were changed to keep them low. I guess that larger position values like 150000 and scene scaling cause some floating point rounding issue in SpriteKit and that is why gaps are then becoming visible.
So based on my experience if you have similar gaps I recommend using integer values for all positions, widths, heights and additionally keep values of objects positions of all objects low.
For future reference in case someone is still searching for this, here are my experiences:
If tiles have PhysicsBodies, they are prone to making gaps. A solution for me was making a blank SKNode as a child of the tile, and assigning the PhysicsBody to that.
If possible, make sure bit masks are set in a way that tiles can't collide with each other.
As stated in a previous answer, make sure all measurements are integers and rounded in a way that doesn't leave a one unit gap between them.
A related problem is also SpriteKit's PhysicsBody drifting. There are some threads about this (e.g. https://forums.developer.apple.com/thread/27057 ), and it seems to be abug. In my case, the problem was a combination of PhysicsBodies causing random small gaps, and the drifting making some of them larger. The steps above removed the small gaps. Unfortunately the only workaround for the drifting problem in my case was to only generate PhysicsBodies for nodes that are within a certain distance from the player and destroying them after they are left behind.
For future reference for anyone who needs, I found an different answer specific to my problem. As JohnV said, I may need to round of values when setting the position, but when running the code, I found out that I also need to do that when running SKActions.
Related
I am making a 2d platformer and I decided to use multiple tilemapnodes as my backgrounds. Even with 1 tile map, I get these vertical or horizontal lines that appear and disappear when I'm moving the player around the screen. See image below:
My tiles are 256x256 and I'm storing them in a tileset sks file. Not exactly sure why I'm getting this or how to get rid of this and it is quite annoying. Wondering if others experience this as well.
Considering to not use the tile maps, but I would prefer to use them if I can.
Thanks for any help with this!!!
I had the same issue and was able to solve it by "extruding" the tiled image a couple pixels. This provides a little cushion of pixels to use when the floating point issue occurs instead of displaying nothing (hence the gap). This video sums it up pretty well.
Unity: extruding tile map images
If you're using TexturePacker to generate your sprite atlas' there is an option to add this automatically without having to do it to your tile images yourself.
Hope that helps!
Sort of like the "extruding" suggested by #cheaze, I simply make the tile size in the drawing code a tiny amount larger than the required tile size. This means the assets themselves do not have to be changed.
Eg. if you assets are sized 256 x 256 and all of your calculations are based on that; draw the textures as 256.02 x 256.02 pixels in size:
[SKSpriteNode spriteNodeWithTexture:texture size:CGSizeMake(256.02, 256.02)];
Only adding .02 pixel per side will overlap your tiles automatically and remove the line glitches, depending on your camera speed and frame rate.
If the problem is really bad, you can even go so far as to add half a pixel (+0.5) or an entire pixel to remove the glitches, yet the user will not be able to see the difference. (Since a one pixel difference on a retina screen is hard to distinguish).
I am animating some frames of a monster jumping and swinging a sword, and the frames are such that the width gets bigger or smaller as he swings the sword (the monster standing is 500 width, but his sword, fully extended to the left, adds another 200 width, thus he varies from 500 to 700 or more in width)
I originally took each frame, which is on a transparent background, and used the Photoshop magic wand tool to select just the monster. I then saved these frames like that, and when I used them to animate, the monster warped and changed sizes (it looked bad).
The original frames had a large 1000 x 1000 transparent background surrounding him, and as a result it always kept him "bound" so that it never warped.
My question is what is a good way to create frames of animation where the sprite inside might change size or width as he's moving so that there is no warping?
If I have to use a large border of transparent pixels, is that the recommended approach? I'm noticing that for my animation, each monster takes up about 3 - 5MB. I plan on potentially having a lot of these people ultimately, so i'm wondering if this is the best approach (using large 900 x 900 images all the time, plus I'll be using more for 2x and 1x). So all of this seems like it could spiral out of control to 4 or 5GB.
What are other people doing when making animations that require different poses and positions? Just fixing the frames with borders that are as small as possible?
Thanks!
You should probably change the approach to animation and use inverse kinematics instead. Take a look at this and Ray's tutorial.
I have an object that is moving very fast (max velocity 900). When it reaches max speed it starts to create trailing objects or motion blur.
But I just want it to be the object moving fast. I am running on 60 fps.
I like the speed of the object but I don't like how its getting rendered (motion blur). How do I handle this?
This object bounces all around the screen with a restitution of 1.02, because I want to make it pick up speed as it keeps bouncing. I want to make it go faster thats why I did the 1.02 restitution.
The motion blur may simply be due to the LCD display having an "afterglow". So the position the object was in the previous frame is still a little brighter in the next frame because it takes some time for the crystals inside the LCD to return to the unlit state.
This causes "motion blur" on any moving object on the screen, and is of course more noticeable the faster the object moves. You may even be able to make out multiple versions of the same objects at different light levels trailing behind the object's position.
This effect may also depend somewhat on the device and model, and is often called 'ghosting'.
Regardless, there's nothing you can do about the "motion blur" caused by the LCD screen's afterglow effect. Here's a good article explaining the effects and their causes.
Hmm... you'll have trouble getting it to render smoothly.
At that speed (900 points per second) it will move 15 points every FRAME if running at 60 fps. That's a significant amount to move in such a short amount of time. In about 1/3 of a second it will travel entirely across the screen.
I'm guessing it will be getting to the limit of the ability of the hardware. Both the processor, the screen and your actual eyes. I imagine you'll also hit physics errors too with it possibly escaping through walls etc...
Can you show a video of how it is currently behaving?
I'm trying to make a tilemap-based game using cocos2d 2.1 and Tiled 0.9.1. The game runs perfectly on the simulator, but I have gaps (artifact lines) between the tiles when running on the device.
Please see the screenshot.
The diff is the difference (made in photoshop) between the original tile (taken straight from the png of the tileset) and the tile as rendered by cocos2d. As you can see, in simulator they are 100% identical. However, on the device it seems that cocos2d shrinks the tile texture vertically by just a little bit. The 1 pixel stripe is actually the texture above the troublesome tile in the tileset.
Any idea what caused this and how to fix it?
While using this answer In my case enabling CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL was not enough.
I also added the following code to AppDelegate::applicationDidFinishLaunching() function and rounded values passed to setPosition(x, y) function to nearest int.
Director::getInstance()->setProjection(Director::Projection::_2D);
I use cocos2d-x 3.4.
Not certain why this happens on devices only, but you should read in ccConfig.h for parameter CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL. This in itself is a bad kludge, but it gives you a hint as to where to look.
Basically, you should make certain that all your positions are on an exact pixel boundary, ie on non-retina devices cast them to int, and on retina devices round to the nearest exact multiple of .5. Best way to ensure that is to make all your textures w,h even numbers ... the onus is on the artist for anything that will not move. If you move things, and the final position is calculated (for example in a ccTouches move,end), make certain you do this rounding there. Beware of batch nodes : the node itself, and all its children should be on pel boundary.
I'm trying to move a sprite around a CCTMXMap in a smooth fashion. I've figured out how (using CCActions) to move from tile to tile, but I get gaps in my animation (it pauses for a frame while it reevaluates which direction to walk). I've tried moving the character in a scheduled update: method, but that gets messy when you try and restrict the sprite to only moving from tile to tile. Any suggestions on how to get the clean, consistent animation without messy manual animation using update?
Yes, don't use actions. You'll always have the 1-frame delay problem when using CCActions.
Moving the sprite in update is really pretty simple. Especially if you restrict movement to a speed (points per frame) that is clearly divisible by the tile size. For example if your tiles are 40x30, then horizontal speeds of 1,2,4,8,10 would work fine. Vertically 1,2,3,5,6,10 would work.
Update the position by this number, cast it down to int, compare it with the destination location:
if ((int)currentPos.x == (int)targetPos.x && (int)currentPos.y == (int)targetPos.y)
{
NSLog(#"I'm there!");
}
The reason for casting to int is to avoid rounding errors in floating point values.
Another solution would be - especially if your character can only move in one direction at a time - to figure out the number of frames it will take him to get there. If the character has to move 40 points to the right, and he moves at 4 points per frame, it'll take him 10 frames. Then just count the number of frames (how many times the update method ran) and if it reaches 10 (or 0 if you count down) then you know that the character has arrived without needing to check his position.