使用SKEffectNode添加模糊的FPS问题

时间:2017-10-27 14:08:06

标签: swift sprite-kit skeffectnode

如果有更好的方法来创建模糊效果?看起来我现在这样做的方式会产生FPS问题,特别是在旧手机上。看起来模糊越高,FPS越低。 blendMode可以成为这里的原因吗?

        if effectsNode.parent == nil {
            let filter = CIFilter(name: "CIGaussianBlur")
            let blurAmount = 15.0
            filter!.setValue(blurAmount, forKey: kCIInputRadiusKey)

            effectsNode.filter = filter
            effectsNode.blendMode = .add

            sceneContent.removeFromParent()
            effectsNode.addChild(sceneContent)
            addChild(effectsNode)
        }

当我暂停游戏时,我会调用blurScreen(),它会执行上面的代码。然而,似乎我的fps随着时间的推移而下降,游戏暂停的时间越长。我尝试将blurScreen()取出,FPS问题消失了。当blurScreen()只被调用一次时,FPS如何随着时间的推移而下降?

编辑:

func pauseGame() {
    sceneContent.isPaused = true
    intermission = true

    physicsWorld.speed = 0

    blurScreen()
} 

这是touchesEnded()

中的代码
// Tapped pause or pause menu options
if name == "pause" && touch.tapCount == 1 && pauseSprite.alpha == 1.0 && ((!sceneContent.isPaused && !GameData.shared.midNewDay) || (!sceneContent.isPaused && sceneElements[0].editingMode)) {
                    SKTAudio.sharedInstance.pauseBackgroundMusic()
                    SKTAudio.sharedInstance.playSoundEffect("Sounds/pause.wav")

                   pauseSprite.run(SKAction.sequence([SKAction.scale(to: 1.2, duration: 0.10), SKAction.scale(to: 1.0, duration: 0.10)])) { [unowned self] in
                        self.createPauseMenu()
                        self.pauseGame()
                    }

                    return
                }

更新方法

override func update(_ currentTime: TimeInterval) {
    if GameData.shared.firstTimePlaying && GameData.shared.distanceMoved > 600 && !step1Complete {
        tutorial2()
    }

    // Check for game over
    if GameData.shared.hearts == 0 && !gameEnded {
        gameOver()
    }

    // If we're in intermission, do nothing
    if intermission || sceneContent.isPaused {
        return
    }

    // some more stuff unrelated to pausing
}

1 个答案:

答案 0 :(得分:0)

您正在整个场景中运行效果节点,该场景将在每个帧上呈现该效果,这将对您的系统进行大量工作。如果你背后没有任何动画,我会建议 通过执行此操作将效果节点转换为精灵节点

var spriteScene : SKSpriteNode!
func blurScreen() { 
    DispatchQueue.global(qos: .background).async { 
        [weak self] in
        guard let strongSelf = self else { return }
        let effectsNode = SKEffectNode() 

        let filter = CIFilter(name: "CIGaussianBlur") 
        let blurAmount = 10.0 
        filter!.setValue(blurAmount, forKey: kCIInputRadiusKey) 

        effectsNode.filter = filter 
        effectsNode.blendMode = .add 

        strongSelf.sceneContent.removeFromParent() 
        effectsNode.addChild(strongSelf.sceneContent) 

        let texture = self.view!.texture(from: effectsNode) 
        strongSelf.spriteScene = SKSpriteNode(texture: texture) 
        strongSelf.spriteScene.anchorPoint = CGPoint(x: 0.5, y: 0.5) 

        DispatchQueue.main.async { 
            strongSelf.sceneContent.removeFromParent() 
            strongSelf.addChild(strongSelf.spriteScene) 
        } 
    } 
}