AnchroPoint x:0、y:0 无法使用等式

AnchroPoint x:0, y:0 not working with equation

我正在尝试构建一个 Breakout 游戏,我在其中使用 1 个 SKSpriteNode 为每个关卡准确设置了我想要的砖块。一切正常,因为它们在屏幕左下角产生但远离屏幕。我在 didMove(to view: SKView) 的开头使用以下行:

scene?.anchorPoint = CGPoint(x: 0.0, y: 0.0)

我用来生成积木的代码是:

//MARK: Brick Layout Config
let widthOfTiles = 7
let heightOfTiles = 3

let widthPoints = 50
let heightPoints = 20

// Different tile arrangements (e.g. 7 tiles wide, 3 high, 7*3 = 21 total tiles)
var brickArray = [false,  true, false,  true, false,  true, false,
                  false,  true,  true,  true, false,  true, false,
                  false,  true, false,  true, false,  true, false] // Says 'HI' using tiles

override func didMove(to view: SKView) {

    //MARK: Brick
    for tile in 0..<brickArray.count {
        if brickArray[tile] == true {

            let brick = SKSpriteNode(imageNamed: "red_brick")

            brick.position = CGPoint(x: (tile % widthOfTiles) * (widthPoints) - (widthOfTiles / 2 * (widthPoints)),
                                     y: ((tile - (tile % widthOfTiles)) / widthOfTiles) * (heightPoints) - (heightOfTiles / 2 * (heightPoints)))
            brick.size = CGSize(width: widthPoints, height: heightPoints)
            brick.physicsBody = SKPhysicsBody(rectangleOf: brick.frame.size)
            brick.physicsBody?.friction = 0
            brick.physicsBody?.allowsRotation = false
            brick.physicsBody?.friction = 0
            brick.physicsBody?.isDynamic = false
            brick.physicsBody?.categoryBitMask = brickCategory
            self.addChild(brick)
        }
    }
}

我这辈子都不能让它出现在场景的中心。也许有人可以帮我解决这个问题。数学是我的一个弱点,虽然我认为我得到了产卵的正确方程式,但位置还差得远。

如果我遗漏了您需要查看的内容,请告诉我。

除非您需要依赖于锚点的动画,否则我不会设置它并将其保留为默认值,否则它会改变图层位置的视觉表示。