I found a serious quick bug in SpriteKit while working with SKSpriteNodes and their colors.
This code works fine on all iPhone 5s:
var color1 = UIColor(red: 123/255, green: 123/255, blue: 123/255, alpha: 1)
var color2 = UIColor(red: 123/255, green: 123/255, blue: 123/255, alpha: 1)
var sprite = SKSpriteNode(color: color1, size: CGSizeMake(100, 100))
if(sprite.color == color2){
println("Same color")
}
As you can see, these two colors are absolute. But on the iPhone 5S simulator, if not called.
Does anyone have another problem and can provide a solution?
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