当我尝试在两个场景之间转换时,内存会上升。没有解除分配。我尝试调用skView.removeFromSuperview()但屏幕变黑。这是我的代码:
func goGame()
{
//crowdImage.hidden = true
imageView.removeFromSuperview()
scene?.removeAllActions()
scene?.removeAllChildren()
scene?.removeFromParent()
//view.removeFromSuperview()
if myviewbool == 0
{
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
skView = self.view as! SKView
skView.frameInterval = 2
skView.ignoresSiblingOrder = false
scene.viewController = self
scene.scaleMode = .AspectFill
skView.presentScene(scene, transition: SKTransition.crossFadeWithDuration(1))
}
skView2.scene?.removeFromParent()
//skView2.removeFromSuperview() // CAUSES BLACK SCREEN
}
if myviewbool == 1
{
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
skView2 = self.view as! SKView
skView2.frameInterval = 2
skView2.ignoresSiblingOrder = false
scene.viewController = self
scene.scaleMode = .AspectFill
skView2.presentScene(scene, transition: SKTransition.crossFadeWithDuration(1))
}
skView.scene?.removeFromParent()
//skView.removeFromSuperview() // CAUSES BLACK SCREEN
}
}
当游戏结束时,我调用func gameEnd()来切换myviewbool变量并调用goGame()。任何帮助深表感谢! ; - )
func gameEnded()
{
if myviewbool == 0
{
myviewbool = 1
}
else
{
myviewbool = 0
}
isGamePlaying = false
goGame()
}
最终我收到内存警告......然后应用程序崩溃了。
答案 0 :(得分:0)
因此,经过大量时间花在尝试调试导致内存问题的问题之后,它最终成为了NSTimers。谢谢KnightOfDragon让我走上了正确的道路。虽然我会在加载新场景之前尝试使每个计时器无效,但计时器从未卸载并在后台继续。从未调用deinit函数,因此从未卸载场景。我可以使用的唯一解决方案是根本不使用NSTimers,而是在此处使用此自定义类:https://github.com/mattneub/Programming-iOS-Book-Examples/blob/master/bk1ch12p499timerLeaker2/ch12p325NotificationLeaker/CancelableTimer.swift
希望这可以帮助将来的某个人。这让我很容易花费40个小时的工作时间。 :(