我在SpriteKit中制作了一个简单的基于平铺的游戏,我在游戏中使用高CPU时遇到了一些困难。我有一个由60个图块组成的地图,每个图块是SKSpriteNode的子类。只需在场景中显示这60个精灵就可以在iPhone 6s模拟器中使用高达80%的CPU。没有动作,用户交互或物理进行。当我在UIKit而不是SpriteKit中制作相同的游戏时,我的CPU使用率为0.什么可以使用这么多的CPU?
我的瓷砖类:
import SpriteKit
import UIKit
class Tile: SKSpriteNode {
var tileType = "grass", tileX = 0, tileY = 0
init (tileType: String, tileX: Int, tileY: Int) {
self.tileType = tileType
self.tileX = tileX
self.tileY = tileY
let texture = SKTexture(imageNamed: tileType)
super.init(texture: texture, color: UIColor(), size: texture.size())
self.userInteractionEnabled = true
self.position = CGPoint(x: CGFloat(45+64*(tileX-1)), y: CGFloat(47+56*(tileY-1)))
self.zPosition = -1
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
和我的Sprite Kit场景代码:
import SpriteKit
var map: [[String]] = [["grass","water","grass","rocky","rocky","grass","grass","grass","grass","water"],["grass","water","grass","grass","rocky","rocky","grass","grass","water","water"],["grass","water","water","grass","rocky","grass","grass","water","water","water"],["grass","grass","water","rocky","rocky","grass","grass","water","water","water"],["grass","grass","water","rocky","rocky","grass","water","water","water","water"],["grass","grass","water","rocky","rocky","grass","water","water","water","water"] ]
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
for (rowNumber, row) in map.enumerate() {
for (columnNumber, type) in row.enumerate() {
let theTile = Tile(tileType: type, tileX: columnNumber+1, tileY: rowNumber+1)
self.addChild(theTile)
}
}
self.backgroundColor = UIColor(colorLiteralRed: 0, green: 0, blue: 0, alpha: 0)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
答案 0 :(得分:10)
Xcode上的Iphone Simulator比实际设备具有更高的CPU使用率。
在真实设备中测试,以获得有关CPU使用率的真实指标。
答案 1 :(得分:1)