我正在制作我的第一款游戏,类似于飞扬的小鸟。我希望它能像真实游戏一样触摸屏幕时启动。但它滞后大约一秒半,结果是你甚至没有玩就会死。这是我的代码:
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//Here i init some stuff
distanceToMove = CGFloat(self.frame.size.width + 140)
movePipes = SKAction.repeatActionForever(SKAction.moveByX(-distanceToMove, y: 0, duration: NSTimeInterval(1.2)))
removePipes = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePipes,removePipes])
let delay = SKAction.waitForDuration(NSTimeInterval(0.6))
let spawn = SKAction.runBlock({() in self.initPipes()})
let spawnAndDelay = SKAction.sequence([spawn,delay])
spawnAndDelayForever = SKAction.repeatActionForever(spawnAndDelay)
}
的touchesBegan:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
let touch = touches.first! as UITouch!
let touchLocation = touch.locationInNode(self)
if state == GameState.Starting {
state = GameState.Playing
instNode.hidden = true
if state == GameState.Playing {
runAction(spawnAndDelayForever)
addChild(pipes)
initScore()
}
}
管道初始化:
func initPipes() {
let upper = UInt32(self.size.height - 250)
let pY = arc4random_uniform(upper) + 200
let pipePair = SKNode()
pipePair.position = CGPoint(x: self.frame.size.width + 70, y: 0)
//PIPE 1
let pipe1 = SKSpriteNode(color: SKColor.whiteColor(), size: CGSizeMake(70, 700))
pipe1.anchorPoint = CGPointMake(0, 0)
pipe1.position = CGPoint(x: 0, y: Int(pY))
pipe1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(70, 700), center: CGPointMake(70/2, 700/2))
pipe1.physicsBody?.dynamic = false
pipe1.physicsBody?.affectedByGravity = false
pipe1.physicsBody?.categoryBitMask = PipeCategory
pipe1.physicsBody?.contactTestBitMask = PlayerCategory
pipe1.physicsBody?.collisionBitMask = PlayerCategory
pipePair.addChild(pipe1)
//PIPE 2
let pipe2 = SKSpriteNode(color: SKColor.whiteColor(), size: CGSizeMake(70, 700))
pipe2.anchorPoint = CGPointMake(0,1)
pipe2.position = CGPoint(x: 0, y: pipe1.position.y - 150)
pipe2.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(70, 700), center: CGPointMake(35, -700/2))
pipe2.physicsBody?.dynamic = false
pipe2.physicsBody?.affectedByGravity = false
pipe2.physicsBody?.categoryBitMask = PipeCategory
pipe2.physicsBody?.contactTestBitMask = PlayerCategory
pipe2.physicsBody?.collisionBitMask = PlayerCategory
pipePair.addChild(pipe2)
//SCORE
let scoreSprite = SKSpriteNode(color: SKColor.clearColor(), size: CGSize(width: 50, height: 150))
scoreSprite.anchorPoint = CGPointMake(0, 1)
scoreSprite.position = CGPointMake(pipe1.position.x + 10, pipe1.position.y)
scoreSprite.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 50, height: 150), center: CGPointMake(25, -75))
scoreSprite.physicsBody?.categoryBitMask = GapCategory
scoreSprite.physicsBody?.contactTestBitMask = PlayerCategory
scoreSprite.physicsBody?.collisionBitMask = 0
scoreSprite.physicsBody?.dynamic = false
pipePair.addChild(scoreSprite)
pipePair.runAction(moveAndRemove)
pipes.addChild(pipePair)
}
这很简单:在initPipes()中我创建管道,然后运行移动和移除操作。在touchesBegan中,我称之为产生它们的动作..但是当我触摸屏幕时它很迟钝。
答案 0 :(得分:2)
通过Time Profiler Instrument运行您的应用,找出延迟的来源。它会为您提供详细的结果(直到各行代码),以便您了解问题所在。
这比那些猜测的人准确得多。