如何在 SpriteKit 中高效地画一条线

How to draw a line in SpriteKit efficiently

在我的 SpriteKit 场景中,用户应该可以用 his/her 手指画线。我有一个可行的解决方案,如果线很长,FPS 会下降到 4-6,线开始变成多边形,如下图:

为了画myline(SKShapeNode*),我在一个NSMutableArray* noteLinePoints中收集了触动点

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    CGPoint touchPoint = [[touches anyObject] locationInNode:self.scene];
    SKNode *node = [self nodeAtPoint:touchPoint];

    if(noteWritingActive)
    {
        [noteLinePoints removeAllObjects];
        touchPoint = [[touches anyObject] locationInNode:_background];
        [noteLinePoints addObject:[NSValue valueWithCGPoint:touchPoint]];
        myline = (SKShapeNode*)node;
    }
}

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
    if(myline)
    {
        CGPoint touchPoint = [[touches anyObject] locationInNode:_background];
        [noteLinePoints addObject:[NSValue valueWithCGPoint:touchPoint]];
        [self drawCurrentNoteLine];
    }
}

- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
    if(myline)
    {
        myline.name = @"note";
        myline = nil;
    }
    NSLog(@"touch ended");
}

我也是这样划线的

- (CGPathRef)createPathOfCurrentNoteLine
{
    CGMutablePathRef ref = CGPathCreateMutable();

    for(int i = 0; i < [noteLinePoints count]; ++i)
    {
        CGPoint p = [noteLinePoints[i] CGPointValue];
        if(i == 0)
        {
            CGPathMoveToPoint(ref, NULL, p.x, p.y);
        }
        else
        {
            CGPathAddLineToPoint(ref, NULL, p.x, p.y);
        }
    }

    return ref;
}

- (void)drawCurrentNoteLine
{
    if(myline)
    {
        SKNode* oldLine = [self childNodeWithName:@"line"];
        if(oldLine)
            [self removeChildrenInArray:[NSArray arrayWithObject:oldLine]];

        myline = nil;

        myline = [SKShapeNode node];
        myline.name = @"line";
        [myline setStrokeColor:[SKColor grayColor]];

        CGPathRef path = [self createPathOfCurrentNoteLine];
        myline.path = path;
        CGPathRelease(path);

        [_background addChild:myline];
    }
}

我该如何解决这个问题?因为所有后续线条都是多边形的,我认为是因为 fps 非常低,触摸采样率自动变得非常低...

请注意,在测试中我使用了 iPad 3(我的应用程序需要使用 iPad 2 模型和 iOS7)

不要不断地创建新的 SKShapeNodes,有一个错误会导致您的速度变慢。相反,只使用 1 SKShapeNode(或创建一堆但重复使用它们),并在路径中附加新信息(因此无需不断将 myline 添加到后台)

选择:

使用 1 个社区 SKSkapeNode 渲染路径,然后将 SKShapeNode 转换为具有 view.textureFromNode 的纹理,然后添加具有此新纹理的 SKSpriteNode形状节点