.png动画在spritekit中性能低下

时间:2015-01-20 22:25:49

标签: sprite-kit

我的项目中有一个.png动画,有700张图片,大小为150像素x 150像素。

它工作正常,但每次动画开始,整个游戏冻结约0.1秒。喜欢它的加载,但我在initWithSize中实现了.png数组。像这样:

SKTextureAtlas *barrierUfoAtlas = [SKTextureAtlas atlasNamed:@"BarrierUfoAnimation"];
NSArray *barrierUfoAtlasNames = [barrierUfoAtlas textureNames];
NSArray *sortetBarrierUfoAtlasNames = [barrierUfoAtlasNames sortedArrayUsingSelector:@selector(localizedCaseInsensitiveCompare:)];
NSMutableArray *barrierUfoTextures = [NSMutableArray array];

for (NSString *filename in sortetBarrierUfoAtlasNames) {
    SKTexture *texture = [barrierUfoAtlas textureNamed:filename];
    [barrierUfoTextures addObject:texture];
}
self.barrierUfoAnimation = [SKAction animateWithTextures:barrierUfoTextures timePerFrame:0.024];

然后在约1-2分钟后播放。动画开始了。 此时不需要加载任何内容,只需启动动画即可。 有没有办法改善它?

1 个答案:

答案 0 :(得分:4)

这是预加载的众多方法之一

@implementation GameScene {
SKTextureAtlas *myAtlas1;
BOOL loadingComplete;
}

-(id)initWithSize:(CGSize)size {
    if (self = [super initWithSize:size]) {

    // the usual stuff...

    loadingComplete = false;
    [self loadMyAtlas1];
    }   

    return self;
}

-(void)loadMyAtlas1 {
    myAtlas1 = [SKTextureAtlas atlasNamed:@"MyAtlasName"];
    [SKTextureAtlas preloadTextureAtlases:[NSArray arrayWithObject:myAtlas1] withCompletionHandler:^{
    [self finishedLoading];
    }];
}

-(void)finishedLoading {
    // other stuff you might do here
    loadingComplete = true;
}

-(void)update:(CFTimeInterval)currentTime {
    if(loadingComplete) {
        // run game code
    } else {
        // wait for the water to boil
    }
}