我正在制作一个cocos 2dx游戏。但每次内存随着每个级别的转换而增加。出于调试目的,我在触摸事件上一次又一次地调用相同的场景。通过更改以下代码的参数生成每个级别。最初我认为内存正在增加,因为更高级别中有更多对象,但即使调用相同级别,占用的内存也在增加。
#include "GameScene.h"
#include "MainMenuScene.h"
#include "GameOverScene.h"
#include "Levels.h"
#define COCOS2D_DEBUG 1
USING_NS_CC;
float theta=0;
int r=0;
int levelNo=0;
int controlable=0; // flag to check if user can controll the ball or not
int rMax=0; // max radius of circle
float objectTime; // stores the inverse of speed
int secondCount=0; // second han value in the timer
int minuteCount=0; //minute hand clock in the timer
float obstacleSpeed=0;
Label *timer;
GameScene::~GameScene()
{
rotationPoint->removeAllChildrenWithCleanup(true);
obstacleRotationPoint->removeAllChildrenWithCleanup(true);
this->removeAllChildrenWithCleanup(true);
}
Scene* GameScene::createScene(int level)
{
// 'scene' is an autorelease object
auto scene = Scene::create();
controlable=0;
r=0;
theta=0;
// 'layer' is an autorelease object
levelNo=level;
rMax=levels[levelNo].ringCount * 15; //setting various parameters
obstacleSpeed =levels[levelNo].obstacleSpeed;
objectTime=1.0/levels[levelNo].speed;
secondCount=0; minuteCount=0;
auto layer = GameScene::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool GameScene::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
controlable=0;
distance=rMax;
visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
#if COMPILE_FOR_MOBILE == 1
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
goal = DrawNode::create();
goal->drawDot(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y), 5, Color4F(100,0,0,1));
this->addChild(goal,1); // drawing the goal
rotationPoint = Node::create();
rotationPoint->setPosition(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y);
this->addChild(rotationPoint, 2);
//Setting the exit button
auto exitLabel = Label::createWithTTF("Exit","fonts/Marker Felt.ttf",10);
exitButtonWidth=exitLabel->getContentSize().width;
exitButtonHeight=exitLabel->getContentSize().height;
exitLabel->setPosition(Point(visibleSize.width-exitButtonWidth,visibleSize.height-exitButtonHeight));
this->addChild(exitLabel);
//setting the clock
timer = Label::createWithTTF("00:00","fonts/Marker Felt.ttf",10);
timer->setPosition(Point(timer->getContentSize().width,visibleSize.height-timer->getContentSize().height));
this->schedule(schedule_selector(GameScene::updateClock),1.0f); //scedule to call upDateClock function every 1.0 sec
this->addChild(timer);
obstacleRotationPoint = Node::create();
obstacleRotationPoint->setPosition(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y);
this->addChild(obstacleRotationPoint, 3);
float theta=0;
snake[0] = DrawNode::create();
snake[0]->drawDot(Vec2(0,0),3,Color4F(100,110,0,1));
theta+=2*M_PI/150;
//this->addChild(snake[0],2);
rotationPoint->addChild(snake[0]);
// fixedPoint->addChild(snake[0]);
//loop to draw the concentric circles
for(r=15;r<=rMax;r+=15)
{
for(theta=0;theta<=2*M_PI;theta+=2*M_PI/r){
pathNode = DrawNode::create();
pathNode->drawDot(Vec2(r*cos(theta)+origin.x+visibleSize.width/2,r*sin(theta)+origin.y+visibleSize.height/2),1,Color4F(0,0,10,1));
//pathNode->autorelease();
this->addChild(pathNode,1);
//this->removeChild(pathNode);
}
}
controlable=0;
this->scheduleUpdate();
return true;
}
bool GameScene::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event)
{ // check if exit button region was clicked
_eventDispatcher->removeAllEventListeners();
auto scene = GameScene::createScene(levelNo);
Director::getInstance()->replaceScene(scene);
return true;
}
//function updates every frame
void GameScene::update(float dt){
}
我需要添加pathNode的init函数的最后一部分是每次转换场景时都会增加内存需求。我相信我会在析构函数中释放所有内容。
答案 0 :(得分:1)
首先,我不建议使用全局变量,这些变量位于文件之上(尤其是计时器标签)。你应该把所有东西都放在课堂上。
其次,你应该检查是否首先调用了析构函数。
第三,您也可以尝试在两个级别之间使用一些“加载”屏幕并清除所有未使用的纹理,如下所示:
setOnExitCallback([&](){
Director::getInstance()->getTextureCache()->removeUnusedTextures();
});
第四,我建议不要重新创建GameScene,但要创建像restartLevel()和loadLevel()这样的函数,只需删除不必要的东西并加载新的东西。