我正在尝试处理项目 1 并使用 SpriteKit 和 SwiftUI,但由于某种原因,场景从未填满我的 iPad 上的整个屏幕。
import SwiftUI
import SpriteKit
struct ContentView: View {
var scene: SKScene {
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let scene = GameScene()
scene.size = CGSize(width: screenHeight, height: screenWidth)
scene.scaleMode = .fill
scene.backgroundColor = .green
return scene
}
var body: some View {
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
print(screenWidth)
return SpriteView(scene: scene)
.frame(width: screenWidth, height: screenHeight)
.ignoresSafeArea()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
现在看起来像这样:
我在这里缺少什么想法吗?
最大
最佳答案
最后通过将背景放入ContentView的ZStack()中修复了这个问题
var body: some View {
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
ZStack{
EmptyView()
Image("road")
.resizable()
.aspectRatio(contentMode: .fill)
.ignoresSafeArea()
SpriteView(scene: scene, options: [.allowsTransparency])
.frame(width: screenWidth, height: screenHeight)
.ignoresSafeArea()
}
}
}
出于某种原因,当我将纹理添加为 GameScene 类的一部分时,无论我尝试什么比例,它都不会将纹理放大到全屏尺寸:
let background = SKSpriteNode(imageNamed: "road")
background.zPosition = -1
// background.scale(to: CGSize(width: 1180, height: 700))
// background.scale(to: CGSize(width: CGFloat(1180), height: CGFloat(820)))
addChild(background)
关于swiftui - 具有 SpriteView 和 SwiftUI 的场景不会填满整个屏幕,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/67594431/