我在收到应用程序几分钟后收到内存警告,然后崩溃(来自调试器的消息:由于内存问题而终止)
我已经在互联网上阅读了一些答案,我认为可能会发生这种情况,因为我将精灵动画存储在字典数组中,如下所示:
class CharacterCreate {
var player = SKSpriteNode()
var playerAtlas = SKTextureAtlas()
var playerAnimation = [String : [SKTexture]]()
let playerAnimationTypes = ["run", "static", "jump", "armed_static", "armed_run", "armed_jump"] // Player's animations
var playerAnimationsArray = [String]() // Array with all player Sprites
let playerAnimationSpritesPrefix = "Player_"
let runAnimationTime = 0.1
init(initPosition: CGPoint) {
playerAtlas = SKTextureAtlas(named: "Player_anim")
for i in 0 ..< playerAtlas.textureNames.count {
playerAnimationsArray.append(playerAtlas.textureNames[i]) // Gets all the animations image names
}
for i in 0 ..< playerAnimationTypes.count {
let animations = playerAnimationsArray.filter{$0.hasPrefix(playerAnimationSpritesPrefix + playerAnimationTypes[i])}.sort() // Gets all image names for a specific type of animation (eg: Player_run0.png, Player_run1.png, etc)
for j in 0 ..< animations.count {
if playerAnimation[playerAnimationTypes[i]] == nil {
playerAnimation[playerAnimationTypes[i]] = [] // Creates array if doesn't exist
}
playerAnimation[playerAnimationTypes[i]]!.append(SKTexture(imageNamed: animations[j])) // Add texture to make the animation
}
}
我不知道问题是否发生是因为我存储动画的方式,或者是否因为其他事情而发生,但它总是发生在开启后15分钟应用程序。如果你们需要任何其他信息,我很乐意提供它
@edit:我也不知道问题是否因为这个问题而发生,但我在更新功能上有一些不断变化的值,因为它在每一帧被调用,我认为它也可能超载使用的记忆力,我不知道
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (Player.playerOldY != Player.player.position.y && !Player.playerOnGround) {
Player.playerOnAir = true
if (Player.playerRunningJumpAnimation == false) {
Player.playerRunningJumpAnimation = true
spriteAnimation(Player.player, action: Player.playerAnimation["jump"]!, time: Player.runAnimationTime)
}
}
Player.playerOldY = Player.player.position.y
Player.playerOldX = Player.player.position.x
if pressedButtons.indexOf(directionButtons["left"]!) != nil {
Player.player.position.x -= Player.playerWalkingSpeed
Player.playerDirection = (pressedButtons.count > 1 ? Player.playerDirection : -1)
Player.player.xScale = Player.playerScale * Player.playerDirection
}
if pressedButtons.indexOf(directionButtons["right"]!) != nil {
Player.player.position.x += Player.playerWalkingSpeed
Player.playerDirection = (pressedButtons.count > 1 ? Player.playerDirection : 1)
Player.player.xScale = Player.playerScale * Player.playerDirection
}
}
@ edit2:所以,我发现,如果我移除地面和玩家,内存就会停止增长。但如果我只添加其中一个,则内存开始不断增长
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Ground Create
ground = SKSpriteNode(imageNamed: "grassSprite")
ground.setScale(3)
ground.position = CGPoint(x: self.frame.width / 2, y: 100 + ground.frame.height)
// Ground Physics
ground.physicsBody = SKPhysicsBody(rectangleOfSize: ground.size)
ground.physicsBody?.categoryBitMask = PhysicsCategory.Ground
ground.physicsBody?.collisionBitMask = PhysicsCategory.Player
ground.physicsBody?.contactTestBitMask = PhysicsCategory.Player
ground.physicsBody?.affectedByGravity = false
ground.physicsBody?.dynamic = false
ground.physicsBody?.restitution = 0
self.addChild(ground)
self.addChild(Player.player)
答案 0 :(得分:0)
我做了很多调试,发现如果我拿出所有对象的物理特性,内存泄漏就会消失。所以似乎问题出在游戏物理上,这是非常奇怪的事情。
然后我做了很多研究,发现显示游戏物理需要大量的记忆。所以,我只需要从GameViewController中取消skView.showsPhysics = true
行,问题就解决了。