我有一个skspritenode,它对更新方法施加了一个力量冲动和燃料消耗方法......
我正在2个不同的设备上测试它。一个4s和5s ...... 4s的帧速率低于60,与5s不同..(船只可以在4s加速更多)..
我该如何解决这个问题? ..使2个函数,consumeFuel和forceUp不依赖于更新方法的帧数?
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
camera.speed = ship.physicsBody.velocity.dy;
camera.distance = ship.position.y;
camera.fuel=fuel_remaining;
if(willPresentGameOver == true){
ship.physicsBody.velocity = CGVectorMake(0, 0);
}else{
if (isAccelerating == true) {
[self consumeFuel];
[self forceUp];
}
}
}
-(void)consumeFuel{
if(fuel_remaining>0){
fuel_remaining-=1;
}
}
-(void)forceUp{
if(fuel_remaining > 0){
[[self childNodeWithName:@"//ship"].physicsBody applyForce:CGVectorMake(0, [[Config sharedSingleton]returnUpForce])];
}else{
[force invalidate];
[shipAccelerationFlame removeAllActions];
[shipAccelerationFlame setTexture:nil];
return;
}
}