我需要在玩家完成关卡后取消分配gamescene,以便内存可以载入我的游戏的另一个关卡。如果我不这样做,由于内存问题,我的应用程序崩溃。Swift,SpriteKit:释放一个Gamescene并重新分配一个新的
我按照给那里的适应症:
Swift: Deallocate GameScene after transition to new scene?
但不幸的是,它并没有为我工作。我在GameViewController类得到一个错误“无法施展价值‘的UIView’到‘SKView’这里是我的整个代码:
import Foundation
import UIKit
import SpriteKit
class GameViewController: UIViewController {
var scene1: SKScene?
var scene2: SKScene?
var scene3: SKScene?
var skView: SKView?
func nextSceneAction1() {
scene2 = nil
scene3 = nil
skView! = self.view as! SKView
skView!.showsFPS = true
skView!.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView!.ignoresSiblingOrder = true
scene1 = TransitionSigns(size: skView!.frame.size)
scene1!.size.width = 2048
scene1!.size.height = 1536
/* Set the scale mode to scale to fit the window */
scene1!.scaleMode = .AspectFill
let transition = SKTransition.revealWithDirection(.Right, duration: 2)
scene1!.scaleMode = .AspectFill
skView!.presentScene(scene1!, transition: transition)
}
func nextSceneAction2() {
scene1 = nil
scene3 = nil
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
scene2 = TransitionSigns(size: skView.frame.size)
scene2!.size.width = 2048
scene2!.size.height = 1536
/* Set the scale mode to scale to fit the window */
scene2!.scaleMode = .AspectFill
let transition = SKTransition.revealWithDirection(.Right, duration: 2)
scene2!.scaleMode = .AspectFill
skView.presentScene(scene2!, transition: transition)
}
func nextSceneAction3() {
scene1 = nil
scene2 = nil
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
scene3 = TransitionSigns(size: skView.frame.size)
scene3!.size.width = 2048
scene3!.size.height = 1536
/* Set the scale mode to scale to fit the window */
scene3!.scaleMode = .AspectFill
let transition = SKTransition.revealWithDirection(.Right, duration: 2)
scene3!.scaleMode = .AspectFill
skView.presentScene(scene3!, transition: transition)
}
override func viewWillLayoutSubviews() {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
let scene = MainView(size: skView.frame.size)
scene.size.width = 2048
scene.size.height = 1536
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return UIInterfaceOrientationMask.AllButUpsideDown
} else {
return UIInterfaceOrientationMask.All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidDisappear(animated: Bool) {
self.view.removeFromSuperview()
}
override func viewWillDisappear(animated: Bool){
self.view.removeFromSuperview()
}
}
我所说的不同的功能nextSceneAction1()
,nextSceneAction2()
,并从我的其他类nextSceneAction3()
与:
let controller1 = GameViewController()
controller1.nextSceneAction1()
或
let controller2 = GameViewController()
controller2.nextSceneAction1()
当新场景被加载时,我得到这个错误:“无法投型的价值‘的UIView’到'SKView'。你知道这段代码有什么问题吗?
顺便说一句,我打开所有其他的可能性来清理旧的场景从内存中加载一个新的,以便在应用程序的生命期间没有内存崩溃。
感谢,似乎一切从spritesheets纹理然而,在留记忆,即使场景已从屏幕上消失。我已经成功地减少了内存使用量,将所有2040X2048纹理替换为160字节10X10像素的非常小的PNG空白纹理。当一个场景消失并被一个新场景取代时,这减少了我几百MB游戏的内存使用量... – PGibouin
这是正常行为。 SpriteKit缓存纹理以提升性能。我不会释放它们,让SpriteKit为你做。 – crashoverride777
要添加到此。转到您的SKScenes并使用打印语句添加deinit(请参阅更新的答案)方法。如果deinit被调用,您知道整个场景已正确释放,如果它没有内存泄漏。这样就更容易看到发生了什么,因为SpriteKit在背景上做了很多东西,例如纹理缓存。 – crashoverride777