我正在研究一个SpriteKit项目,需要创建一个褪色尾部的彗星,在整个屏幕上显示动画效果。在这方面我对SpriteKit存在严重问题。
尝试1 。它:
在屏幕上设置正方形,同时被行/ SKCropNode剪切
func makeCometInPosition(from: CGPoint, to: CGPoint, color: UIColor, timeInterval: NSTimeInterval) {
... (...s are (definitely) irrelevant lines of code)
let path = CGPathCreateMutable()
...
let line = SKShapeNode(path:path)
line.lineWidth = 1.0
line.glowWidth = 1.0
var squareFrame = line.frame
...
let square = SKShapeNode(rect: squareFrame)
//Custom SKTexture Extension. I've tried adding a normal image and the leak happens either way. The extension is not the problem
square.fillTexture = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
square.fillColor = color
square.strokeColor = UIColor.clearColor()
square.zPosition = 1.0
let maskNode = SKCropNode()
maskNode.zPosition = 1.0
maskNode.maskNode = line
maskNode.addChild(square)
//self is an SKScene, background is an SKSpriteNode
self.background?.addChild(maskNode)
let lineSequence = SKAction.sequence([SKAction.waitForDuration(timeInterval), SKAction.removeFromParent()])
let squareSequence = SKAction.sequence([SKAction.waitForDuration(1), SKAction.moveBy(CoreGraphics.CGVectorMake(deltaX * 2, deltaY * 2), duration: timeInterval), SKAction.removeFromParent()])
square.runAction(SKAction.repeatActionForever(squareSequence))
maskNode.runAction(lineSequence)
line.runAction(lineSequence)
}
问题是,在屏幕上出现20-40个其他节点后,会发生奇怪的事情。屏幕上的一些节点消失,一些停留。此外,fps和节点数(在SKView中切换,从不更改)
self.showsFPS = true
self.showsNodeCount = true
屏幕上的消失。这让我觉得它是SpriteKit的一个错误。 SKShapeNode has been known to cause issues。
尝试2。我尝试将广场从SKShapeNode更改为SKSpriteNode(根据需要添加和删除与这两者相关的行)
let tex = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
let square = SKSpriteNode(texture: tex)
其余代码基本相同。这产生了类似的效果,没有错误性能/内存。但是,SKCropNode发生了一些奇怪的事情,它看起来像这样
没有抗锯齿,线条较粗。我尝试过更改抗锯齿,光晕宽度和线宽。由于某种原因,有一个最小宽度不能改变,并且将发光宽度设置得更大就是这样 。根据其他stackoverflow问题,maskNodes在alpha中为1或0。这是令人困惑的,因为SKShapeNode可以具有不同的线/发光宽度。
尝试3。经过一些研究,我发现我可以使用剪贴效果并使用SKEffectNode而不是SKCropNode来保留线宽/发光。
//Not the exact code to what I tried, but very similar
let maskNode = SKEffectNode()
maskNode.filter = customLinearImageFilter
maskNode.addChild(line)
这产生了(字面上)与尝试1完全相同的效果。它创建了相同的线条和动画,但发生了与其他节点/ fps / nodeCount相同的错误。所以它似乎是SKEffectNode的一个错误,而不是SKShapeNode。
我不知道如何通过尝试1/3或2来绕过这些错误。
是否有人知道我做错了什么,是否有绕过这个问题,或者我的问题完全不同的解决方案?
编辑:我考虑过发射器,但可能会有几百个彗星/其他节点在几秒钟内进入,并且认为它们在性能方面不可行。我没有在这个项目之前使用SpriteKit所以如果我错了就纠正我。
答案 0 :(得分:3)
对于附加到彗星路径的自定义着色器,这看起来很像问题。如果您不熟悉SpriteKit中的OpenGL Shading Language (GLSL),则可以直接跳转到GPU片段着色器,以控制它附加到via SKShader的节点的绘制行为。
方便地, SKShapeNode 具有 strokeShader 属性,用于连接 SKShader 以绘制路径。当连接到此属性时,除了该点的颜色值之外,着色器还会传递路径的长度和当前正在绘制的路径上的点。*
controlFadePath.fsh
void main() {
//uniforms and varyings
vec4 inColor = v_color_mix;
float length = u_path_length;
float distance = v_path_distance;
float start = u_start;
float end = u_end;
float mult;
mult = smoothstep(end,start,distance/length);
if(distance/length > start) {discard;}
gl_FragColor = vec4(inColor.r, inColor.g, inColor.b, inColor.a) * mult;
}
要控制沿路径的淡入淡出,请使用名为u_start
和u_end
的两个SKUniform对象将起点和终点传递到自定义着色器中。这些对象在初始化自定义SKShapeNode类时会添加到自定义着色器中CometPathShape并通过自定义Action动画。
类CometPathShape:SKShapeNode
class CometPathShape:SKShapeNode {
//custom shader for fading
let pathShader:SKShader
let fadeStartU = SKUniform(name: "u_start",float:0.0)
let fadeEndU = SKUniform(name: "u_end",float: 0.0)
let fadeAction:SKAction
override init() {
pathShader = SKShader(fileNamed: "controlFadePath.fsh")
let fadeDuration:NSTimeInterval = 1.52
fadeAction = SKAction.customActionWithDuration(fadeDuration, actionBlock:
{ (node:SKNode, time:CGFloat)->Void in
let D = CGFloat(fadeDuration)
let t = time/D
var Ps:CGFloat = 0.0
var Pe:CGFloat = 0.0
Ps = 0.25 + (t*1.55)
Pe = (t*1.5)-0.25
let comet:CometPathShape = node as! CometPathShape
comet.fadeRange(Ps,to: Pe) })
super.init()
path = makeComet...(...) //custom method that creates path for comet shape
strokeShader = pathShader
pathShader.addUniform(fadeStartU)
pathShader.addUniform(fadeEndU)
hidden = true
//set up for path shape, eg. strokeColor, strokeWidth...
...
}
func fadeRange(from:CGFloat, to:CGFloat) {
fadeStartU.floatValue = Float(from)
fadeEndU.floatValue = Float(to)
}
func launch() {
hidden = false
runAction(fadeAction, completion: { ()->Void in self.hidden = true;})
}
...
SKScene初始化CometPathShape对象,缓存并将它们添加到场景中。在update:
期间,场景只需在所选的CometPathShapes上调用.launch()
。
类GameScene:SKScene
...
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.name = "theScene"
...
//create a big bunch of paths with custom shaders
print("making cache of path shape nodes")
for i in 0...shapeCount {
let shape = CometPathShape()
let ext = String(i)
shape.name = "comet_".stringByAppendingString(ext)
comets.append(shape)
shape.position.y = CGFloat(i * 3)
print(shape.name)
self.addChild(shape)
}
override func update(currentTime: CFTimeInterval) {
//pull from cache and launch comets, skip busy ones
for _ in 1...launchCount {
let shape = self.comets[Int(arc4random_uniform(UInt32(shapeCount)))]
if shape.hasActions() { continue }
shape.launch()
}
}
这将每个彗星的SKNodes数量从3减少到1,简化了代码和运行时环境,并通过着色器为更复杂的效果打开了大门。我能看到的唯一缺点是必须学习一些GLSL。**
*在设备模拟器中并不总是正确的。模拟器未将距离和长度值传递给自定义着色器。
**和CGPath glsl行为中的一些特性。路径构造正在影响淡入淡出的执行方式。看起来v_path_distance
不能在曲线段之间平滑混合。仍然,小心地构建曲线,这应该有效。