如何使用Swift

时间:2016-10-17 03:51:03

标签: ios swift sprite-kit

我正在编写一个操纵杆应用程序,我想显示我的激光雷达传感器的轮廓;我正在使用精灵套件,但它是滞后的;我假设它占用了太多的内存

我的激光雷达传感器向我返回360个数据点,其中每个度数代表它撞击物体(墙壁)的距离

我正在初始化didMoveToView中的所有sprite kit节点,有没有更好的方法来实现这一点?也许在init?

我正在创建720个精灵套件节点,因为360用于线路,360用于数据点(距离)

好像我创建了太多精灵套件节点(720 +)

另外,我打算通过我的应用提供视频流; Sprite Kit是最好的选择吗?

<code>Simulator Screen Shot</code>

import Foundation
import UIKit
import SpriteKit

class GameScene: SKScene {


    var visual = SKSpriteNode()

    let button = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 100, height: 50), cornerRadius: 10)

    var distances: [Int] = [2601, 2600, 33, 2608, 2601, 2594, 2625, 2633, 2637, 2651, 2656, 2666, 2683, 2690, 2705, 2712, 2712, 2739, 2752, 53, 1103, 1060, 1019, 980, 944, 911, 33, 851, 826, 801, 777, 757, 737, 718, 701, 683, 667, 654, 53, 486, 470, 457, 448, 440, 432, 424, 416, 409, 403, 396, 389, 383, 378, 372, 367, 362, 357, 353, 348, 344, 340, 336, 333, 329, 326, 323, 319, 317, 314, 311, 309, 307, 305, 303, 301, 299, 298, 297, 295, 294, 293, 292, 291, 290, 290, 290, 290, 291, 293, 295, 303, 386, 383, 53, 350, 53, 53, 53, 53, 53, 3, 364, 362, 360, 356, 358, 355, 353, 351, 350, 349, 347, 345, 53, 53, 53, 308, 3, 309, 309, 312, 313, 315, 316, 319, 321, 53, 329, 332, 335, 332, 53, 53, 53, 53, 53, 53, 53, 3, 53, 53, 53, 53, 53, 53, 670, 33, 706, 728, 750, 772, 799, 825, 856, 887, 925, 755, 749, 744, 739, 734, 730, 727, 722, 719, 716, 714, 634, 709, 706, 704, 703, 701, 699, 700, 695, 697, 697, 338, 696, 697, 696, 698, 698, 700, 702, 703, 705, 707, 710, 712, 714, 718, 53, 53, 53, 53, 53, 53, 53, 53, 3, 53, 53, 53, 53, 53, 53, 53, 53, 3, 53, 53, 53, 53, 53, 53, 53, 3412, 3397, 3384, 53, 3538, 3603, 53, 2426, 2412, 2363, 2330, 2288, 2262, 2214, 2190, 2162, 2130, 53, 53, 53, 2807, 2631, 2408, 2638, 2607, 2601, 2562, 2534, 2515, 2496, 2478, 2462, 2445, 53, 53, 53, 1751, 53, 53, 53, 53, 53, 53, 53, 53, 53, 53, 53, 3, 53, 53, 53, 53, 53, 2643, 2643, 53, 2660, 53, 2528, 2523, 2221, 1955, 1684, 1677, 1684, 1694, 1705, 1202, 1204, 1211, 1217, 1225, 1233, 1239, 1249, 1259, 1270, 1280, 1289, 1280, 1011, 991, 977, 968, 966, 964, 968, 975, 984, 1003, 2, 53, 1297, 53, 53, 33, 1321, 1299, 1274, 1254, 1233, 1232, 1264, 1293, 3802, 53, 53, 53, 53, 53, 53, 53, 3, 53, 2878, 2870, 2848, 2821, 2803, 2788, 2769, 2753, 2740, 2708, 2711, 2701, 2682, 2656, 2664, 2644, 2644, 2631, 2626, 2616, 2610, 2604, 2605, 2605, 2600, 2598, 2603]

    var scalex: [Double] = []
    var scaley: [Double] = []
    var disx: [Double] = []
    var disy: [Double] = []

    var somenodes = [SKSpriteNode()]
    var newnodes = [SKShapeNode()]

    override init(size: CGSize) {

        print("this is in init!")
        super.init(size: size)
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    let rotateAnalogStick = AnalogJoystick(diameter: 100)

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */

        visual.color = UIColor.clearColor()
        visual.size = CGSize(width: 350, height: 350)
        visual.position = CGPointMake(frame.midX, frame.midY + 150)
        addChild(visual)


        for index in 0...356 {

            var radians = Double(index) * M_PI / 180.0
            var x = Double(distances[index]) * cos(Double(radians))
            var y = Double(distances[index]) * sin(Double(radians))

            disx.append(x)
            disy.append(y)
        }


        var path = CGPathCreateMutable()
        var xmin: Double = Double(disx.minElement()!)
        var xmax: Double = Double(disx.maxElement()!)
        var ymin: Double = Double(disy.minElement()!)
        var ymax: Double = Double(disy.maxElement()!)

        var scale = max(xmax - xmin, ymax - ymin)

        for index in 0...356 {

            var radians = Double(index) * M_PI / 180.0
            var x = (Double(distances[index]) * cos(Double(radians)) / scale) * 350
            var y = (Double(distances[index]) * sin(Double(radians)) / scale) * 350

            print("(\(x),\(y))")

            var mynode = SKSpriteNode()
            mynode.color = UIColor.redColor()
            mynode.size = CGSize(width: 2, height: 2)

            let circlenode = SKShapeNode()
            let circlePath = UIBezierPath(arcCenter: CGPoint(x: 0,y: 0), radius: CGFloat(5), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
            circlenode.path = circlePath.CGPath
            //change the fill color
            circlenode.fillColor = UIColor.blueColor()
            //you can change the stroke color
            circlenode.strokeColor = UIColor.redColor()
            //you can change the line width
            circlenode.lineWidth = 0.5
            circlenode.zPosition = 1
            circlenode.position = CGPointMake(CGFloat(x), CGFloat(y))
            newnodes.append(circlenode)

            CGPathMoveToPoint(path, nil, 0, 0) // from
            CGPathAddLineToPoint(path, nil, CGFloat(x), CGFloat(y)) // to

            let shape = SKShapeNode()
            shape.path = path
            shape.strokeColor = UIColor.purpleColor()
            shape.lineWidth = 1
            visual.addChild(shape)
            visual.addChild(newnodes[index])
        }

        let newscale = SKAction.scaleTo(0.1, duration: 0.5)
        let fadein = SKAction.fadeInWithDuration(0.5)
        let fadeout = SKAction.fadeOutWithDuration(0.5)
        let outsequence = SKAction.sequence([fadeout])
        let insequence = SKAction.sequence([fadein])

        for index in 0...visual.children.count {
//            visual.children[index].runAction(insequence)
//            visual.children[index].runAction(repeatout)
        }

        button.fillColor = UIColor.blueColor()
        button.position = CGPointMake(frame.midX - 50, frame.midY - 110)

        addChild(button)

        var mylabel = SKLabelNode()
        mylabel.color = UIColor.blackColor()
        mylabel.fontSize = 12
        mylabel.fontName = "AvenirNext-Bold"
        mylabel.text = "Contour Display"
        mylabel.position = CGPointMake(50, 20)
        mylabel.zPosition = 1
        button.addChild(mylabel)

        backgroundColor = UIColor.whiteColor()
        physicsBody = SKPhysicsBody(edgeLoopFromRect: frame)

        rotateAnalogStick.position = CGPointMake(frame.midX + 5, rotateAnalogStick.radius + 60)
        rotateAnalogStick.stick.color = UIColor.cyanColor()
        rotateAnalogStick.substrate.color = UIColor.blackColor()
        addChild(rotateAnalogStick)

        rotateAnalogStick.trackingHandler = { data in

            // cartesian to polar
            var r = sqrt(pow(Double(data.velocity.x), Double(2)) + pow(Double(data.velocity.y), Double(2)))
            var power = (r - 0)/(50 - 0) * (1-0) + 0
            var theta = atan2(Double(data.velocity.y), Double(data.velocity.x)) // atan(Double(data.velocity.y/data.velocity.x)) //
            var degrees = theta * (180.0 / M_PI)

            var packet = ""
            var offset = 0.0
            var rdirection = 0.0
            var ldirection = 0.0
            var rpower = 0.0
            var lpower = 0.0

            if (degrees >= 65 && degrees <= 115) { // move forward

                rpower = power
                lpower = power

                rdirection = 1
                ldirection = 1

            } else if (degrees <= 0 && degrees >= -65) || (degrees >= 0 && degrees <= 65) { // move right

                offset = 90 - degrees
                rdirection = min(degrees, offset)
                ldirection = max(degrees, offset)

                rpower = (rdirection - 0)/(50 - 0) * (power-0) + 0
                lpower = abs(1-rpower)

                rdirection = -1
                ldirection = 1

            } else if (degrees <= -115 && degrees >= -180) || (degrees > 115 && degrees < 180 ) { // move left

                offset = 90 - degrees
                rdirection = min(degrees, offset)
                ldirection = max(degrees, offset)

                rpower = abs(1-rpower)
                lpower = (rdirection - 0)/(50 - 0) * (power-0) + 0

                rdirection = 1
                ldirection = -1

            } else if (degrees <= -65 && degrees >= -115) { // move down

                rpower = power
                lpower = power

                rdirection = -1
                ldirection = -1
            }

            packet = "\(rdirection) \(ldirection) \(rpower) \(lpower)"

        }

        view.multipleTouchEnabled = true
    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        /* Called when a touch begins */

        for touch: AnyObject in touches {
            // Get the location of the touch in this scene
            let location = touch.locationInNode(self)
            // Check if the location of the touch is within the button's bounds
            if button.containsPoint(location) {
                print("button tapped!")
            }
        }

    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
}

1 个答案:

答案 0 :(得分:1)

我想SpriteKit可以敲出720个精灵没问题。如上所述,您的主要问题是SKShapeNode用法。 你应该做的是创建你的“点”作为纹理。如果您想要颜色/轮廓,请将它们放在纹理中。另外,用彩色rects(可以是SKSpriteNodes)创建你的行。如果您有多个圆形颜色,请将它们放在纹理图集中。 这将使您更好地利用SpriteKit提高吞吐量。 您正在didMoveToView中执行此工作。它需要多久刷新一次?如果数据被设置并且一个差异正在变换它(例如旋转,缩放,平移),另一种方法是使用Quartz / Core Graphics预渲染整个事物然后变换渲染。