2016-08-04 63 views
0

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() 

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。

回答

2

一般来说,一旦你转换到一个新的场景,SKScene会自动释放,除非你有内存泄漏,所以通常你不需要做任何特别的操作来释放内存。

要查看您的场景已释放,你可以添加DEINIT方法

func deinit { 
     print("scene did deallocate") 
    } 

如果这种方法被调用时,你改变了自己知道的一切正确释放的场面,如果它不会叫你有记忆泄漏。

此外,您的代码有问题,您每次更改场景而不是访问当前实例时都会创建一个新的GameViewController实例。

let controller2 = GameViewController() // creates new instance of GameViewController 
controller2.nextSceneAction1() 

您通常只从GameViewController和比所有其他的场景变化可以直接在SKScene你是在做加载您第一次现场。不要打扰使用GameViewController这一点。

在当前的SKScene可以(例如,从GameScene到MenuScene)更改为新的场景是这样

class GameScene: SKScene { 

     ... 


     func loadMenuScene() { 

      let menuScene = MenuScene(size: self.size) // use size of current scene   
      let transition = Some SKTransition 
      view?.presentScene(menuScene, withTransition: transition) 
     } 
} 

希望这有助于

+0

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

+0

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

+0

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

相关问题