我正在开发一款带有精灵套装的简单飞行游戏。一旦太空船达到最大高度和速度,它就会以恒定的速度飞行。我注意到在恒定飞行期间,太空飞船会随机断断续续。我在这里读到了关于这个问题的所有帖子,但没有任何真正有助于100%修复它。
为了测试,我写了一个非常简单的游戏,它只包含一个太空船和一个简单的云(代码如下)。但即使在这个非常简单的游戏中,太空飞船仍然口吃。 LOG表明即使太空船以恒定速度飞行,太空船的运动也是随机的。这就是口吃的原因。
希望有人可以帮我解决这个问题。谢谢你的任何想法。
Sprite kit,Objective c,Xcode 8.0,测试设备:iPhone 6 - iOS 8.3,iPhone 4s - iOS 9.3.5
CPU:最大21%,内存:最大8 MB,FPS:永久60 FPS
这里是我的代码(为简单起见,我将所有代码都放在了场景类中)
FlightScene.h
#import <SpriteKit/SpriteKit.h>
@interface FlightScene : SKScene <SKPhysicsContactDelegate>
@end
FlightScene.m
#import "FlightScene.h"
#define HERO_FLIGHT_LOG 1
//#define HERO_DEBUG_OVERLAY 1
static const CGFloat kMaxHeroVelocityY = 100.0f;
static const CGFloat kMaxHeroVelocityX = 200.0f;
@implementation FlightScene
{
SKNode *_world;
SKSpriteNode *_hero;
SKSpriteNode *_cloud;
CGPoint _heroStartPosition;
CGSize _cloudSize;
CGFloat _xAdj;
BOOL _hasBegun;
// debug
CGFloat _oldHeroX;
CGFloat _oldHeroY;
int _frame;
}
- (void)didMoveToView:(SKView *)view
{
// Setup your scene here
[super didMoveToView:view];
_hasBegun = NO;
_cloudSize = CGSizeMake(120, 80);
_xAdj = _cloudSize.width;
_heroStartPosition = CGPointMake(60, self.size.height/2);
[self addWorld];
[self addHero];
[self addCloud];
// debug
_frame = 0;
_oldHeroX = 0;
_oldHeroY = 0;
}
#pragma mark - hero
- (void)addHero
{
_hero = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship2"];
_hero.size = CGSizeMake(80.0f, 70.0f);
_hero.position = _heroStartPosition;
_hero.zPosition = 1;
_hero.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.width/2.0f];
_hero.physicsBody.affectedByGravity = NO;
_hero.physicsBody.dynamic = YES;
_hero.physicsBody.allowsRotation = NO;
_hero.physicsBody.mass = 1.0f;
_hero.physicsBody.linearDamping = 0.0f;
_hero.physicsBody.friction = 0.0f;
[_world addChild:_hero];
}
- (void)updateFlying
{
if(!_hasBegun)
return;
CGVector oldVel = _hero.physicsBody.velocity;
CGVector newVel = oldVel;
// increase the velocity
newVel.dx += (kMaxHeroVelocityX - newVel.dx) / 10.0f;
newVel.dy += (kMaxHeroVelocityY - newVel.dy) / 10.0f;
// ensure velocity doesn't exceed maximum
newVel.dx = newVel.dx > kMaxHeroVelocityX ? kMaxHeroVelocityX : newVel.dx;
newVel.dy = newVel.dy > kMaxHeroVelocityY ? kMaxHeroVelocityY : newVel.dy;
_hero.physicsBody.velocity = newVel;
}
- (void)limitHeight
{
const CGFloat maxHeight = self.size.height * 0.8f;
if(_hero.position.y > maxHeight)
_hero.position = CGPointMake(_hero.position.x, maxHeight);
}
- (void)updateFlight
{
// move hero with constant velocity
[self updateFlying];
// ensure height doesn't exceed maximum
[self limitHeight];
}
#pragma mark - game world
- (void)addWorld
{
_world = [SKNode new];
[self addChild:_world];
}
- (void)addCloud
{
_cloud = [SKSpriteNode spriteNodeWithColor:[SKColor lightGrayColor] size:_cloudSize];
_cloud.anchorPoint = CGPointMake(0, 1); // top left
_cloud.position = CGPointMake(self.size.width + _cloudSize.width, self.size.height + _cloudSize.height/2);
_cloud.zPosition = -1;
[_world addChild:_cloud];
}
#pragma mark - update world
- (void)updateCloud
{
// reposition the cloud
if(_world.position.x + _xAdj < -(_cloudSize.width + self.size.width))
{
_xAdj += _cloudSize.width + self.size.width;
CGFloat y = arc4random_uniform(_cloudSize.height - 10);
_cloud.position = CGPointMake(_xAdj + self.size.width, self.size.height + y);
}
}
- (void)updateWorld
{
// move the world
CGFloat worldX = -(_hero.position.x - _heroStartPosition.x);
_world.position = CGPointMake(worldX, _world.position.y);
[self updateCloud];
[self flightLog];
}
-(void)update:(CFTimeInterval)currentTime
{
// Called before each frame is rendered
if(!_hasBegun)
return;
_frame++;
// update hero movement
[self updateFlight];
}
- (void)didFinishUpdate
{
if(!_hasBegun)
return;
// update world movement
[self updateWorld];
}
#pragma mark - touches
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
if(_hasBegun)
return;
_hasBegun = YES;
[self updateFlight];
}
#pragma mark - debug
- (void)flightLog
{
#ifdef HERO_FLIGHT_LOG
CGFloat newHeroX = _hero.position.x - _heroStartPosition.x;;
CGFloat diffX = newHeroX - _oldHeroX;
CGFloat newHeroY = _hero.position.y;
CGFloat diffY = newHeroY - _oldHeroY;
NSLog(@"oldHeroY:%f, newHeroY:%f, diffY:%f", _oldHeroY, newHeroY, diffY);
NSLog(@"oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _oldHeroX, newHeroX, diffX);
if(diffX > 3.5f)
{
//NSLog(@"\t -> frame:%d fast oldHeroY:%f, newHeroY:%f, diffY:%f", _frame, _oldHeroY, newHeroY, diffY);
NSLog(@"\t -> frame:%d fast oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _frame, _oldHeroX, newHeroX, diffX);
}
else if(diffX < 3.0f)
{
//NSLog(@"\t -> frame:%d fast oldHeroY:%f, newHeroY:%f, diffY:%f", _frame, _oldHeroY, newHeroY, diffY);
NSLog(@"\t -> frame:%d slow oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _frame, _oldHeroX, newHeroX, diffX);
}
_oldHeroX = newHeroX;
_oldHeroY = newHeroY;
#endif
}
@end
LOG:
.
.
.
// no stuttering .. FPS: 60
2016-10-02 17:27:19.164 TestFlight[11009:1774440] oldHeroY:301.666534, newHeroY:301.666534, diffY:0.000000
2016-10-02 17:27:19.165 TestFlight[11009:1774440] oldHeroX:263.002899, newHeroX:266.335968, diffX:3.333069
2016-10-02 17:27:19.181 TestFlight[11009:1774440] oldHeroY:301.666534, newHeroY:301.666534, diffY:0.000000
2016-10-02 17:27:19.182 TestFlight[11009:1774440] oldHeroX:266.335968, newHeroX:269.669067, diffX:3.333099
// stuttering .. FPS: 60
2016-10-02 17:27:24.584 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.585 TestFlight[11009:1774440] oldHeroX:1346.335083, newHeroX:1351.335083, diffX:5.000000
2016-10-02 17:27:24.585 TestFlight[11009:1774440] -> frame:413 fast oldHeroX:1346.335083, newHeroX:1351.335083, diffX:5.000000
2016-10-02 17:27:24.600 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.601 TestFlight[11009:1774440] oldHeroX:1351.335083, newHeroX:1353.001709, diffX:1.666626
2016-10-02 17:27:24.601 TestFlight[11009:1774440] -> frame:414 slow oldHeroX:1351.335083, newHeroX:1353.001709, diffX:1.666626
2016-10-02 17:27:24.617 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:301.666687, diffY:0.833344
2016-10-02 17:27:24.618 TestFlight[11009:1774440] oldHeroX:1353.001709, newHeroX:1356.335083, diffX:3.333374
2016-10-02 17:27:24.634 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.634 TestFlight[11009:1774440] oldHeroX:1356.335083, newHeroX:1359.668457, diffX:3.333374
2016-10-02 17:27:24.650 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.651 TestFlight[11009:1774440] oldHeroX:1359.668457, newHeroX:1363.001831, diffX:3.333374
2016-10-02 17:27:24.667 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.668 TestFlight[11009:1774440] oldHeroX:1363.001831, newHeroX:1368.001831, diffX:5.000000
2016-10-02 17:27:24.668 TestFlight[11009:1774440] -> frame:418 fast oldHeroX:1363.001831, newHeroX:1368.001831, diffX:5.000000
2016-10-02 17:27:24.684 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.684 TestFlight[11009:1774440] oldHeroX:1368.001831, newHeroX:1369.668457, diffX:1.666626
2016-10-02 17:27:24.685 TestFlight[11009:1774440] -> frame:419 slow oldHeroX:1368.001831, newHeroX:1369.668457, diffX:1.666626
2016-10-02 17:27:24.700 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:301.666687, diffY:0.833344
2016-10-02 17:27:24.701 TestFlight[11009:1774440] oldHeroX:1369.668457, newHeroX:1373.001831, diffX:3.333374
2016-10-02 17:27:24.717 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.718 TestFlight[11009:1774440] oldHeroX:1373.001831, newHeroX:1378.001831, diffX:5.000000
2016-10-02 17:27:24.718 TestFlight[11009:1774440] -> frame:421 fast oldHeroX:1373.001831, newHeroX:1378.001831, diffX:5.000000
2016-10-02 17:27:24.734 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:24.734 TestFlight[11009:1774440] oldHeroX:1378.001831, newHeroX:1381.335205, diffX:3.333374
// no stuttering .. FPS: 60
2016-10-02 17:27:24.750 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.751 TestFlight[11009:1774440] oldHeroX:1381.335205, newHeroX:1384.668579, diffX:3.333374
2016-10-02 17:27:24.767 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.768 TestFlight[11009:1774440] oldHeroX:1384.668579, newHeroX:1388.001953, diffX:3.333374
2016-10-02 17:27:24.784 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.784 TestFlight[11009:1774440] oldHeroX:1388.001953, newHeroX:1391.335327, diffX:3.333374
2016-10-02 17:27:24.801 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.801 TestFlight[11009:1774440] oldHeroX:1391.335327, newHeroX:1394.668701, diffX:3.333374
2016-10-02 17:27:24.817 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.818 TestFlight[11009:1774440] oldHeroX:1394.668701, newHeroX:1398.002075, diffX:3.333374
2016-10-02 17:27:24.834 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.834 TestFlight[11009:1774440] oldHeroX:1398.002075, newHeroX:1401.335449, diffX:3.333374
2016-10-02 17:27:24.850 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.851 TestFlight[11009:1774440] oldHeroX:1401.335449, newHeroX:1404.668823, diffX:3.333374
2016-10-02 17:27:24.867 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.868 TestFlight[11009:1774440] oldHeroX:1404.668823, newHeroX:1408.002197, diffX:3.333374
// stuttering .. FPS: 60
2016-10-02 17:27:24.883 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:300.833344, diffY:-0.833344
2016-10-02 17:27:24.884 TestFlight[11009:1774440] oldHeroX:1408.002197, newHeroX:1409.668823, diffX:1.666626
2016-10-02 17:27:24.885 TestFlight[11009:1774440] -> frame:431 slow oldHeroX:1408.002197, newHeroX:1409.668823, diffX:1.666626
2016-10-02 17:27:24.901 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:24.902 TestFlight[11009:1774440] oldHeroX:1409.668823, newHeroX:1414.668823, diffX:5.000000
2016-10-02 17:27:24.902 TestFlight[11009:1774440] -> frame:432 fast oldHeroX:1409.668823, newHeroX:1414.668823, diffX:5.000000
2016-10-02 17:27:24.917 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.918 TestFlight[11009:1774440] oldHeroX:1414.668823, newHeroX:1416.335449, diffX:1.666626
2016-10-02 17:27:24.918 TestFlight[11009:1774440] -> frame:433 slow oldHeroX:1414.668823, newHeroX:1416.335449, diffX:1.666626
2016-10-02 17:27:24.934 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:24.935 TestFlight[11009:1774440] oldHeroX:1416.335449, newHeroX:1421.335449, diffX:5.000000
2016-10-02 17:27:24.935 TestFlight[11009:1774440] -> frame:434 fast oldHeroX:1416.335449, newHeroX:1421.335449, diffX:5.000000
2016-10-02 17:27:24.950 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:24.951 TestFlight[11009:1774440] oldHeroX:1421.335449, newHeroX:1424.668823, diffX:3.333374
// no stuttering for a while (17 seconds .. long time) .. FPS: 60
2016-10-02 17:27:24.967 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.968 TestFlight[11009:1774440] oldHeroX:1424.668823, newHeroX:1428.002197, diffX:3.333374
.
.
.
2016-10-02 17:27:41.559 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.559 TestFlight[11009:1774440] oldHeroX:4742.992188, newHeroX:4746.325684, diffX:3.333496
// stuttering .. FPS: 60
2016-10-02 17:27:41.575 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:300.833344, diffY:-0.833344
2016-10-02 17:27:41.576 TestFlight[11009:1774440] oldHeroX:4746.325684, newHeroX:4747.992188, diffX:1.666504
2016-10-02 17:27:41.576 TestFlight[11009:1774440] -> frame:1432 slow oldHeroX:4746.325684, newHeroX:4747.992188, diffX:1.666504
2016-10-02 17:27:41.592 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:41.593 TestFlight[11009:1774440] oldHeroX:4747.992188, newHeroX:4752.992188, diffX:5.000000
2016-10-02 17:27:41.593 TestFlight[11009:1774440] -> frame:1433 fast oldHeroX:4747.992188, newHeroX:4752.992188, diffX:5.000000
2016-10-02 17:27:41.609 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:41.609 TestFlight[11009:1774440] oldHeroX:4752.992188, newHeroX:4756.325684, diffX:3.333496
2016-10-02 17:27:41.625 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.626 TestFlight[11009:1774440] oldHeroX:4756.325684, newHeroX:4759.659180, diffX:3.333496
2016-10-02 17:27:41.642 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.643 TestFlight[11009:1774440] oldHeroX:4759.659180, newHeroX:4762.992676, diffX:3.333496
.
.
.
// and so on ..
编辑:
我将此添加到addHero:
方法
_hero.physicsBody.angularDamping = 0.0f;
我更改了touchesBegan:
,以便太空飞船在没有起飞的情况下立即以最大速度飞行。
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
if(_hasBegun)
return;
_hasBegun = YES;
_hero.physicsBody.velocity = CGVectorMake(kMaxHeroVelocityX, kMaxHeroVelocityY);
}
我在没有updateFlying:
方法的情况下运行代码。太空船在没有起飞的情况下立即以最大速度飞行。它以恒定速度飞行,因此不需要更新速度。
我尝试了其他的事情,比如将更新放在didSimulatePhysics:
中。打开飞机模式..正如@Confused建议的那样..但没有任何帮助解决这个问题。它仍然不是100%完美,因为@ crashoverride777说。
我会感激任何其他想法。
答案 0 :(得分:4)
这是因为SpriteKit的默认物理和运动/变换处理没有更正到/通过增量时间。相反,只要帧速率因系统调用或其他中断而下降,它就会停顿。 iOS设备上发生了很多这样的事情。 iOS系统不断检查网络并监控各种背景活动的其他状态,并响应发送给它的信息。
有两种方法可以处理它。
启用飞行模式,关闭所有后台更新应用,并严格限制所有应用在其设置中执行后台处理;这可以降低操作系统噪音和开销。
使用增量时间滚动您自己的调整和补偿机制,这样事情就会继续以正确的速度移动到预期的目的地,即使跳过一两帧也是如此。
如果你不仅限于SpriteKit,或者不需要它的物理,你可以包含另一个物理引擎并使用它。这最终意味着您可以使用SceneKit,Core Animation甚至Metal来进行渲染....或者SpriteKit
两个最明智的选择是Box2D和Chipmunk2D。
以下是将Box2D添加到iOS的教程:https://www.raywenderlich.com/2061-liquidfun-tutorial-with-metal-and-swift-part-1
这是Chipmunk2D的Swift包装器:https://github.com/jakubknejzlik/ChipmunkSwiftWrapper
答案 1 :(得分:1)
我也在与游戏同样的问题。看来SpriteKit并不特别喜欢不断的运动。
您可以尝试的第一件事是使用
applyForce
而不是直接操纵播放器的力度属性。
当我在常规的
中移动玩家时,我似乎获得了最好的结果override func update(_ currentTime: TimeInterval) { ... }
方法
我在
中更新相机override func didFinishUpdate() { ... }
在Apples示例游戏DemoBots中,他们使用相机的约束。在DidSimulatePhysics之后,约束会得到更新,所以当您手动执行时,FininUpdate似乎是最佳位置。
另外请记住,通过执行以下操作,您将获得一些性能
1)在测试时断开手机与Mac的连接。只需在插入时通过xCode运行手机,性能就会降低。
2)当您测试应用时,它处于调试模式,而不是处于发布模式,这会降低性能。
要在测试时手动更改此方案(按下按钮旁边的按钮以运行您的应用)。单击编辑方案,然后在Info中将构建配置更改为Release。
请记住,在完成特定测试后,您应该将其更改回来。您希望在测试应用程序时运行调试内容。
3)确保您的绘制调用非常低。你可以通过确保
来做到这一点ignoresSiblingOrder
在您的GameViewController中设置为true,默认情况下应为。
根据它们所在的层,为所有精灵提供不同的zPosition。
e.g
background = 1
sun = 2
clouds = 3
traps, obstacles, objects = 4
player = 5
4)尽可能多地使用物理主体,因为它们使用的性能最低。
5)在更新方法中尽可能少的代码。
6)缓存纹理,尤其是在使用纹理动画时。
7)如果要对它们进行大量实例化,请对某些节点进行池化。
答案 2 :(得分:1)
我会回答我自己的问题。
飞行阶段:
问题:
在这种情况下的解决方案:
由于在恒定飞行期间发生口吃,因此定义变量(_maxReached
)以控制起飞阶段的结束。
太空船达到最大高度和速度后,设置_maxReached = YES
。
通过更新x位置(updatePosition
)来更新常量航班。
更新的代码:
.
.
// new:
static const CGFloat kMaxSpeed = 5.0f;
@implementation FlightScene
{
.
.
.
// new:
BOOL _maxReached;
}
// new: rename
//- (void)updateFlying
- (void)takeOff
{
if(!_hasBegun)
return;
CGVector oldVel = _hero.physicsBody.velocity;
CGVector newVel = oldVel;
// increase the velocity
newVel.dx += (kMaxHeroVelocityX - newVel.dx) / 10.0f;
newVel.dy += (kMaxHeroVelocityY - newVel.dy) / 10.0f;
// ensure velocity doesn't exceed maximum
newVel.dx = newVel.dx > kMaxHeroVelocityX ? kMaxHeroVelocityX : newVel.dx;
newVel.dy = newVel.dy > kMaxHeroVelocityY ? kMaxHeroVelocityY : newVel.dy;
_hero.physicsBody.velocity = newVel;
}
- (void)limitHeight
{
const CGFloat maxHeight = self.size.height * 0.8f;
// new
if(_hero.position.y >= maxHeight)
{
if(_hero.physicsBody.velocity.dy == kMaxHeroVelocityY)
_maxReached = YES;
if(_hero.position.y > maxHeight)
_hero.position = CGPointMake(_hero.position.x, maxHeight);
}
}
// new: move the hero with constant velocity
- (void)updatePosition
{
CGFloat newX = _hero.position.x + kMaxSpeed;
_hero.position = CGPointMake(newX, _hero.position.y);
}
- (void)updateFlight
{
if(_maxReached) // new
{
[self updatePosition]; // move the hero with constant velocity
}
else
{
[self takeOff];
// ensure height doesn't exceed maximum
[self limitHeight];
}
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
if(_hasBegun)
return;
_hasBegun = YES;
_maxReached = NO; // new
[self updateFlight];
}