在后台线程

时间:2015-11-08 12:57:57

标签: multithreading swift sprite-kit core-graphics

我在写作的游戏中改变了一些精灵的色调。色调更改功能是 -

private func image(fromOriginalImage image: UIImage, withHue hue: CGFloat) -> UIImage
{
    let rect = CGRect(origin: CGPoint(x: 0.0, y: 0.0), size: image.size)

    UIGraphicsBeginImageContext(image.size)

    let context = UIGraphicsGetCurrentContext()

    CGContextTranslateCTM(context, 0.0, image.size.height)
    CGContextScaleCTM(context, 1.0, -1.0)

    CGContextDrawImage(context, rect, image.CGImage)

    CGContextSetBlendMode(context, CGBlendMode.Hue)

    CGContextClipToMask(context, rect, image.CGImage) 
    CGContextSetFillColorWithColor(context, UIColor(hue: hue, saturation: 0.5, brightness: 0.4, alpha: 1.0).CGColor)
    CGContextFillRect(context, rect)

    let colouredImage = UIGraphicsGetImageFromCurrentImageContext()

    UIGraphicsEndImageContext()


    return colouredImage
}

这在后台线程上工作正常,然后我将它返回的图像带回主线程以更新SKSpriteNode的纹理,&偶尔我会在游戏中出现明显的口吃 -

GCD.async
{
    if let colouredImage = self.image(fromOriginalImage: image, withHue: hue)
    {
        GCD.async_main
        {
            self.texture = SKTexture(image: colouredImage)
        }
    }
}

如果有人建议如何更好地做到这一点,我会非常高兴。

由于

1 个答案:

答案 0 :(得分:0)

修复方法是将纹理更改放入SKAction -

GCD.async
{
    if let colouredImage = self.image(fromOriginalImage: image, withHue: hue)
    {
        let changeTexture = SKAction.setTexture(SKTexture(image: colouredImage))
        self.runAction(changeTexture)
    }
}

spriteKit引擎在它自己的时间处理它......