我在我的场景中创建了一系列移动管道。但是在生成约30个管道后它总是会崩溃。是因为场景中有太多节点而没有新节目的记忆?代码是这样的:
import SpriteKit
class GameScene: SKScene {
var mainPipe: SKSpriteNode = SKSpriteNode()
var space:Float = 1000
var pipeCount:Int = 0
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.blackColor()
self.size.width = 640
self.size.height = 1136
}
func randomOffset() -> Float{
var rNum:Float = Float(arc4random()%181) // 0-180
return rNum
}
var durations: CFloat = 5.0
var colorPipes:UIColor = UIColor.grayColor()
func spawnPipeRow(offs:Float){
self.pipeCount = self.pipeCount + 1
println("\(self.pipeCount)")
//offs is the random number
//let offset = offs + (space/2) - 105
let offset = offs + Float(self.size.height/100) - 180
// mainPipe = SKSpriteNode(color:colorPipes, size:CGSize(width: view.bounds.size.width/3, height:700))
mainPipe = SKSpriteNode(color:colorPipes, size:CGSize(width: self.size.width/5, height:self.size.height/1.5))
let pipeBottom = (mainPipe as SKSpriteNode).copy() as SKSpriteNode
let pipeTop = (mainPipe as SKSpriteNode).copy() as SKSpriteNode
let xx = self.size.width * 2.0
self.setPositionRelativeBot(pipeBottom, x:Float(xx), y: offset )
self.setPositionRelativeTop(pipeTop, x:Float(xx), y: offset + space)
pipeBottom.physicsBody = SKPhysicsBody(rectangleOfSize: pipeBottom.size)
pipeTop.physicsBody = SKPhysicsBody(rectangleOfSize: pipeTop.size)
pipeBottom.physicsBody?.dynamic = false
pipeTop.physicsBody?.dynamic = false
//pipeTop.physicsBody?.contactTestBitMask = birdCategory
//pipeBottom.physicsBody?.contactTestBitMask = birdCategory
self.addChild(pipeBottom)
self.addChild(pipeTop)
var actionArray1:NSMutableArray = NSMutableArray()
actionArray1.addObject(SKAction.moveTo(CGPointMake(-1000, pipeBottom.size.height - 200), duration: NSTimeInterval(durations)))
var actionArray2:NSMutableArray = NSMutableArray()
actionArray2.addObject(SKAction.moveTo(CGPointMake(-1000, pipeTop.size.height - 200), duration: NSTimeInterval(durations)))
actionArray1.addObject(SKAction.removeFromParent())
actionArray2.addObject(SKAction.removeFromParent())
pipeBottom.runAction(SKAction.sequence(actionArray1))
pipeTop.runAction(SKAction.sequence(actionArray2))
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
}
}
override func update(currentTime: CFTimeInterval) {
var timeSinceLastUpdate = currentTime - lastUpdateTimerInterval
lastUpdateTimerInterval = currentTime
if(timeSinceLastUpdate > 1){
timeSinceLastUpdate = 1/60
lastUpdateTimerInterval=currentTime
}
updateWithTimeSinceLastUpdate(timeSinceLastUpdate)
/* Called before each frame is rendered */
}
func setPositionRelativeBot(node:SKSpriteNode, x: Float, y: Float){
let xx = (Float(node.size.width)/2) + x
let yy = (Float(self.size.height)/2) - (Float(node.size.height)/2) + y
node.position.x = CGFloat(xx)
node.position.y = CGFloat(yy)
}
func setPositionRelativeTop(node:SKSpriteNode, x:Float, y:Float){
let xx = (Float(node.size.width)/2) + x
let yy = (Float(self.size.height)/2) + (Float(node.size.height)/2) + y
node.position.x = CGFloat(xx)
node.position.y = CGFloat(yy)
}
var lastUpdateTimerInterval:NSTimeInterval = NSTimeInterval()
var lastYieldTimeInterval:NSTimeInterval = NSTimeInterval()
var speedOfBird: CDouble = 1.8
func updateWithTimeSinceLastUpdate(timeSinceLastUpdate:CFTimeInterval){
lastYieldTimeInterval += timeSinceLastUpdate
if(lastYieldTimeInterval > speedOfBird ){
lastYieldTimeInterval=0
self.spawnPipeRow(self.randomOffset())
if speedOfBird > 0.8{
speedOfBird -= 0.1}
}
}
}
答案 0 :(得分:2)
当你不再需要它们时,你应该从场景中删除你的精灵。但是,您的问题可能与纹理占用的内存无关:
<强> SpriteKit Programming Guide 强>
创建一个SKTexture对象并将其附加到sprite。这个 纹理对象每当自动加载纹理数据 精灵节点在场景中,是可见的,并且是必需的 渲染场景。稍后,如果精灵从场景中删除或 不再可见,Sprite Kit可以删除纹理数据 需要那些记忆用于其他目的。这种自动内存管理 简化但不会消除您需要进行的管理工作 你游戏中的艺术资产。
纹理对象本身只是实际纹理的占位符 数据。纹理数据更加耗费资源,因此Sprite Kit会加载 只在需要时才进入记忆。
如果您已有SKTexture对象,则可以创建新纹理 引用它的一部分。这种方法很有效,因为 新纹理对象在内存中引用相同的纹理数据。
答案 1 :(得分:1)
尝试使用以下代码删除它们:
override func update(currentTime: CFTimeInterval) {
self.enumerateChildNodesWithName("nodeName") {
node, stop in
if (node is SKSpriteNode) {
let sprite = node as SKSpriteNode
// Check if the node is not in the scene
if (sprite.position.x < -sprite.size.width/2.0 || sprite.position.x > self.size.width+sprite.size.width/2.0
|| sprite.position.y < -sprite.size.height/2.0 || sprite.position.y > self.size.height+sprite.size.height/2.0) {
sprite.removeFromParent()
println("outside")
}
}
}
}
别忘了给你的节点命名:
node.name = "nodeName"
希望你的崩溃停止