I have a tileMapNode in which I want to assign a physics body to some tiles. I use the following function:
static func addPhysicsBody(to tileMap: SKTileMapNode, and tileInfo: String){
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2 * tileSize.height
for column in 0..<tileMap.numberOfColumns{
for row in 0..<tileMap.numberOfRows{
let tileDefinition = tileMap.tileDefinition(atColumn: column, row: row)
let isCorrectTile = tileDefinition?.userData?[tileInfo] as? Bool
if isCorrectTile ?? false && tileInfo == "wall"{
let x = CGFloat(column) * tileSize.width - halfWidth
let y = CGFloat(row) * tileSize.height - halfHeight
let rect = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
let tileNode = SKShapeNode(rect: rect)
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody.init(rectangleOf: tileSize, center: CGPoint(x: tileSize.width / 2, y: tileSize.height / 2))
tileNode.physicsBody!.isDynamic = false
tileNode.physicsBody!.restitution = 0.0
tileNode.physicsBody!.categoryBitMask = Constants.PhysicsCategories.wall
tileNode.physicsBody!.collisionBitMask = Constants.PhysicsCategories.player | Constants.PhysicsCategories.npc
tileMap.addChild(tileNode)
}
}
}
}
This all is working well, but if I run the app now, the tiles where I assigned a physics body to, have white borders. view.showphysics is set to false. Anyone an idea why there are white borders around the tiles? It looks like this: