SKScene 无法释放内存,导致内存增长受限

SKScene Fails to deallocate memory resulting in bounded memory growth

几天来我一直在为此苦苦挣扎,由于某种原因,我的 SKScenes 没有正确解除分配,这导致内存增长有限,因为每次我退出并进入场景时,内存都会跳起来。这意味着在进行了 10 轮游戏后,应用程序崩溃了。据我所知,经过多次检查后,我没有任何保留周期或对场景本身的强引用,虽然我知道纹理被缓存并保存在内存中,但一旦预加载,内存不应该每次都增加。

这就是我在 viewcontroller 中设置 skview 和第一个场景的方式:

-(void)loadStartScreen{

    SKView *theView = (SKView *) self.view;
    theView.showsFPS = YES;
    theView.showsNodeCount = YES;
    //Sprite Kit applies additional optimizations to improve rendering performance
    theView.ignoresSiblingOrder = YES;

    // Create and configure the scene.
    MainMenuScene *theScene = [MainMenuScene sceneWithSize:theView.bounds.size];
    theScene.scaleMode = SKSceneScaleModeAspectFill;
    theScene.backgroundColor = [UIColor grayColor];

    // Present the scene
    [theView presentScene:theScene];

这是我的 MainMenuScene 中用于创建和移动到下一个场景的代码:

 SKScene *theScene;
    SKTransition *theTransition;
    switch (theTag.intValue) {
        case 0: // start game
            // stop music
            [[appDelegate musicPlayer]stop];
            theScene  = [[GameLevelScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition fadeWithDuration:1.0];
            break;
        case 1: // settings
            theScene  = [[SettingsScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 2: // iap
            theScene  = [[IAPScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 3: // unlocks screen
            NSLog(@"scene is %@",self.view.scene);
             theScene  = [[deletmet alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            NSLog(@"scene is after %@",self.view.scene);
            break;
        case 4: // level complete
            theScene  = [[LevelCompleteScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 5: // cheats
            theScene  = [[CheatsScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;

        default:
            break;
    }

现在我知道你应该使用“[self.view presentScene:]”,因为 SkView 持有场景,但因为没有任何工作,我一直在尝试看看为什么场景似乎没有解除分配。当我尝试按下案例 2 的按钮时,我得到了结果 NSlogs:

[self presentScene:theScene];

NSLOG 结果 = "IAP SCENE DEALLOC" 但用户没有被带到下一个场景。

[self presentScene:nil];

NSLOG 结果 = "IAP SCENE DEALLOC" 但用户没有被带到下一个场景。

[self.view presentScene:theScene];

即使当前 MainMenuScene 有 dealloc 的 NSLOG,也没有 nslog 结果

[self.view presentScene:nil];

NSLOG 结果= IAP SCENE DEALLOC 并且屏幕变灰

现在这一切都非常奇怪,因为当我确实收到一条 DEALLOC NSLOG 消息时,它应该给我当前场景的 dealloc 的 NSLOG,也就是 MainMenuScene,而不是它应该加载的场景。

我做错了什么吗?我是否错误地使用了 SKView,任何帮助将不胜感激,因为我已经阅读了各种帖子,所有这些都没有帮助。

主菜单:

#import "MainMenuScene.h"
#import "SKScene+SceneUtils.h"
#import "GameLevelScene.h"
#import "SettingsScene.h"
#import "CreditsScene.h"
#import "IAPScene.h"
#import "UnlocksScene.h"
#import "LevelCompleteScene.h"
#import "CheatsScene.h"
#import "AppDelegate.h"
#import "UserDetails.h"
#import "ItemBannerLabel.h"
#import "ItemWindow.h"
#import "TextureList.h"
#import "TextureLoader.h"

@interface MainMenuScene(){

    SKSpriteNode *backgroundImage;
    SKSpriteNode *topBar;
    SKSpriteNode *bottomBar;
    SKSpriteNode *ladybirds;
    SKLabelNode *title;
    SKLabelNode *subtitle;
    SKLabelNode *coffee;
    ItemWindow *settingsWin;
    ItemWindow *iapWin;
    ItemWindow *unlocksWin;
    AGSpriteButton *startButton;
    AGSpriteButton *continueButton;
    AGSpriteButton *settingsButton;
    AGSpriteButton *iapButton;
    AGSpriteButton *unlocksButton;
    SKEmitterNode *theParticles;
    //SKAction *delay;
    //AppDelegate *appDelegate;
}

@end

@implementation MainMenuScene


#pragma mark - Scene Appears
-(void)didMoveToView:(SKView *)view {

    // setup UI
    [self createUI];
    // setup view
    [self setupView];
}
-(void)willMoveFromView:(SKView *)view{

}

#pragma mark - CreateUI
-(void)createUI{

    // scene size
    self.scene.size = [[TextureList sharedManager]returnTextureSize:@"kMMBg"];
    // background
    self.scene.backgroundColor = [SKColor colorWithRed:0/255.0 green:0/255.0 blue:0/255.0 alpha:1.0];

    // masked background
    backgroundImage = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed:kMMBg] size:[[TextureList sharedManager]returnTextureSize:@"kMMBg"]];
    backgroundImage.position = screenCenter;
    backgroundImage.zPosition = self.zPosition+1;
    [self addChild:backgroundImage];

    ladybirds = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed:kMMLadybirds] size:[[TextureList sharedManager]returnTextureSize:kMMLadybirds]];
    ladybirds.position = CGPointMake(CGRectGetMaxX(self.frame)-ladybirds.frame.size.width/2, screenCenter.y);
    ladybirds.zPosition = bottomBar.zPosition+5;
    [self addChild:ladybirds];

    // buttons
    startButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMMStartBtn] color:[UIColor clearColor] size:[[TextureList sharedManager]returnTextureSize:kMMStartBtn]];
    [startButton setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    startButton.position = CGPointMake(ladybirds.position.x-ladybirds.frame.size.width/4, ladybirds.position.y-ladybirds.frame.size.height/16);
    startButton.zPosition = ladybirds.zPosition+1;
    [startButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:0] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:startButton];

    // emitter
    theParticles = [NSKeyedUnarchiver unarchiveObjectWithFile:[[NSBundle mainBundle] pathForResource:@"FlowerPetalParticle" ofType:@"sks"]];
    theParticles.zPosition = backgroundImage.zPosition+1;
    theParticles.position = CGPointMake((CGRectGetMinX(self.scene.frame)),startButton.position.y);
    theParticles.particlePositionRange = CGVectorMake(0.0, CGRectGetMaxY(self.frame)-topBar.frame.size.height-bottomBar.frame.size.height);
    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"ipad"]) {
        theParticles.particleLifetime = 8.0;
        theParticles.particleScale = 0.5;
        theParticles.particleScaleRange = 0.2;
    }
    [self addChild:theParticles];

    topBar = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:[[TextureList sharedManager]returnTextureSize:kMMTopBar]];
    topBar.position = CGPointMake(screenCenter.x, CGRectGetMaxY(self.frame)-topBar.frame.size.height/2);
    topBar.zPosition = theParticles.zPosition+1;
    [self addChild:topBar];

    bottomBar = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:[[TextureList sharedManager]returnTextureSize:kMMBottomBar]];
    bottomBar.position = CGPointMake(screenCenter.x, CGRectGetMinY(self.frame)+bottomBar.frame.size.height/2);
    bottomBar.zPosition = theParticles.zPosition+1;
    [self addChild:bottomBar];

    settingsWin = [[ItemWindow alloc]initWithImageNamed:kMMCreditsBtn withLabel:@"SETTINGS" setLabelTop:NO];
    settingsWin.theLabel.fontColor = [UIColor blackColor];
    settingsWin.theLabel.fontSize = 15;
    settingsWin.position = CGPointMake(CGRectGetMinX(self.frame)+settingsWin.frame.size.width/2+20, CGRectGetMinY(self.frame)+settingsWin.frame.size.height/2+25);
    settingsWin.zPosition = bottomBar.zPosition+1;
    [self addChild:settingsWin];

    settingsButton = [[AGSpriteButton alloc]initWithTexture:nil color:nil size:CGSizeMake(settingsWin.size.width*2, settingsWin.size.height*2)];
    [settingsButton setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    settingsButton.position = settingsWin.position;
    settingsButton.zPosition = settingsWin.zPosition+1;
    [settingsButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:1] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:settingsButton];

    iapWin = [[ItemWindow alloc]initWithImageNamed:kMMIapBtn withLabel:@"SHOP" setLabelTop:NO];
    iapWin.theLabel.fontColor = [UIColor blackColor];
    iapWin.theLabel.fontSize = 15;
    iapWin.position = CGPointMake(settingsWin.position.x+iapWin.frame.size.width+30, settingsWin.position.y);
    iapWin.zPosition = bottomBar.zPosition+1;
    [self addChild:iapWin];

    iapButton = [[AGSpriteButton alloc]initWithTexture:nil color:nil size:CGSizeMake(iapWin.size.width*2, iapWin.size.height*2)];
    [iapButton setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    iapButton.position = iapWin.position;
    iapButton.zPosition = iapWin.zPosition+1;
    [iapButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:2] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:iapButton];

    unlocksWin = [[ItemWindow alloc]initWithImageNamed:kMMUnlockBtn withLabel:@"UNLOCKS" setLabelTop:NO];
    unlocksWin.theLabel.fontColor = [UIColor blackColor];
    unlocksWin.theLabel.fontSize = 15;
    unlocksWin.position = CGPointMake(iapWin.position.x+unlocksWin.frame.size.width+30, iapWin.position.y);
    unlocksWin.zPosition = bottomBar.zPosition+1;
    [self addChild:unlocksWin];

    unlocksButton = [[AGSpriteButton alloc]initWithTexture:nil color:nil size:CGSizeMake(unlocksWin.size.width*2, unlocksWin.size.height*2)];
    [unlocksButton setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    unlocksButton.position = unlocksWin.position;
    unlocksButton.zPosition = unlocksWin.zPosition+1;
    [unlocksButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:3] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:unlocksButton];

    // Labels
    title = [[SKLabelNode alloc]initWithFontNamed:kFontName];
    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"iphone4"]) {
        title.fontSize = 60;
    }
    else{
    title.fontSize = 75;
    }
    title.fontColor = [UIColor blackColor];
    title.position = CGPointMake(topBar.frame.size.width/4, topBar.position.y-10);
    title.zPosition = topBar.zPosition+1;
    title.text = @"FLOWERS";
    [self addChild:title];

    subtitle = [[SKLabelNode alloc]initWithFontNamed:kFontName];

    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"iphone4"]) {
        subtitle.fontSize = 24;
    }
    else{
        subtitle.fontSize = 30;
    }
    subtitle.fontColor = [UIColor grayColor];
    subtitle.position = CGPointMake(title.position.x, title.position.y-title.frame.size.height/2-10);
    subtitle.zPosition = topBar.zPosition+1;
    subtitle.text = @"THE BEAUTIFUL MEADOW";
    [self addChild:subtitle];

    AGSpriteButton *testButton3 = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMMIapBtn] color:[UIColor clearColor] size:[[TextureList sharedManager]returnTextureSize:kMMIapBtn]];
    [testButton3 setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    testButton3.position = CGPointMake(bottomRight.x-testButton3.frame.size.width/1.5, bottomRight.y+settingsButton.frame.size.height/1.5);
    testButton3.zPosition = interfaceLayer;
    [testButton3 addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:4] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:testButton3];

    AGSpriteButton *testButton4 = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMMIapBtn] color:[UIColor clearColor] size:[[TextureList sharedManager]returnTextureSize:kMMIapBtn]];
    [testButton4 setLabelWithText:@"" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:nil];
    testButton4.position = CGPointMake(testButton3.position.x-testButton4.frame.size.width, bottomCenter.y+settingsButton.size.height/1.5);
    testButton4.zPosition = interfaceLayer;
    [testButton4 addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:5] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:testButton4];

    if ([[[UserDetails sharedManager]userDevice] isEqualToString:@"ipad"]) {

        title.fontSize = 105;
        title.position = CGPointMake(topBar.frame.size.width/6+20, topBar.position.y+10);
        subtitle.position = CGPointMake(title.position.x, title.position.y-title.frame.size.height/2-10);
        subtitle.fontSize = 41;

        settingsWin.theLabel.fontSize = 25;
        iapWin.theLabel.fontSize = 25;
        unlocksWin.theLabel.fontSize = 25;

        settingsWin.position = CGPointMake(CGRectGetMinX(self.frame)+settingsWin.frame.size.width/2+20, CGRectGetMinY(self.frame)+settingsWin.frame.size.height+25);
        iapWin.position = CGPointMake(settingsWin.position.x+iapWin.frame.size.width+30, settingsWin.position.y);
        unlocksWin.position = CGPointMake(iapWin.position.x+unlocksWin.frame.size.width+30, settingsWin.position.y);
    }
}

#pragma mark - Setup View
-(void)setupView{
    // setup music players slightly quieter music now
    /*appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate];
    [self fadeVolumeIn:[appDelegate musicPlayer] toVolume:0.45];
    [[appDelegate soundFxPlayer]setVolume:0.25];
    [[appDelegate soundFxPlayer]play];

    // no continue if the user has not progressed past level 1
    if ([[UserDetails sharedManager]userCurrentLevel] <= 1) {
        continueButton.userInteractionEnabled = NO;
        continueButton.hidden = YES;
    }
    else{
        continueButton.userInteractionEnabled = YES;
        continueButton.hidden = NO;
    }*/
}

#pragma mark - Interaction
-(void)buttonPressed:(NSNumber*)theTag{

    SKScene *theScene;
    SKTransition *theTransition;
    switch (theTag.intValue) {
        case 0: // start game
            // stop music
            //[[appDelegate musicPlayer]stop];
            theScene  = [[GameLevelScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition fadeWithDuration:1.0];
            break;
        case 1: // settings
            theScene  = [[SettingsScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 2: // iap
            theScene  = [[IAPScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 3: // unlocks screen
            theScene  = [[UnlocksScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 4: // level complete
            theScene  = [[LevelCompleteScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;
        case 5: // cheats
            theScene  = [[CheatsScene alloc] initWithSize:self.view.bounds.size];
            // transition type
            theTransition = [SKTransition flipHorizontalWithDuration:1.0];
            break;

        default:
            break;
    }

    // play sound
    [self menuButtonPressed];
    [self.view presentScene:theScene transition:theTransition];

}

@end

设置屏幕:

#import "SettingsScene.h"
#import "SKScene+SceneUtils.h"
#import "AGSpriteButton.h"
#import "ItemBannerLabel.h"
#import "TextureList.h"
#import "UnlockController.h"
#import "UserDetails.h"
#import "TutorialFlowerTarget.h"
#import "CreditsScene.h"

@interface SettingsScene(){

    AGSpriteButton *backButton;
    AGSpriteButton *resetButton;
    AGSpriteButton *resetTutorialsButton;
    AGSpriteButton *creditsButton;
    ItemBannerLabel *titleLabel;
    SKLabelNode *copyrightLabel;
    UIAlertView *resetGameAlert;
    UIAlertView *resetTutAlert;
    SKScene *theScene;
    SKTransition *theTransition;
    SKSpriteNode *menuBg;
}

@end

@implementation SettingsScene

#pragma mark - SCENE APPEARS
-(void)didMoveToView:(SKView *)view {

    // setup UI
    [self createUI];
}

#pragma mark - CREATE UI
-(void)createUI{

    // background
    self.scene.backgroundColor = [UIColor whiteColor];

    menuBg = [[SKSpriteNode alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDBg] color:nil size:[[TextureList sharedManager]returnTextureSize:@"kMDBg"]];
    menuBg.position = screenCenter;
    menuBg.zPosition = self.zPosition+1;
    [self addChild:menuBg];

    // labels
    titleLabel = [[ItemBannerLabel alloc]initWithBgImageNamed:kMDTitle withLabel:@"GAME SETTINGS" withfont:kFontName withSize:kFontSizeMDTitle];
    titleLabel.position = CGPointMake(topLeft.x+titleLabel.frame.size.width/2+10,topLeft.y-titleLabel.frame.size.height/2-10);
    titleLabel.zPosition = interfaceLayer;
    [self addChild:titleLabel];

    copyrightLabel = [SKLabelNode labelNodeWithFontNamed:kFontName];
    copyrightLabel.text = [NSString stringWithFormat:@"COPYRIGHT © 2015 RICHARD ACHERKI"];
    copyrightLabel.fontSize = kFontSizeMDSmall;
    copyrightLabel.fontColor = [UIColor blackColor];
    copyrightLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    copyrightLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    copyrightLabel.position = CGPointMake(bottomCenter.x, bottomCenter.y+copyrightLabel.frame.size.height);
    copyrightLabel.zPosition = interfaceLayer;
    [self addChild:copyrightLabel];

    // buttons
    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"ipad"]) {
        resetTutorialsButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*4, [[TextureList sharedManager]returnTextureSize:kMDButton].height*2)];
        [resetTutorialsButton setLabelWithText:@"RESET TUTORIALS" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        resetTutorialsButton.position = CGPointMake(screenCenter.x, titleLabel.position.y-titleLabel.frame.size.height/2-resetTutorialsButton.frame.size.height/2-30);
        resetTutorialsButton.zPosition = menuBg.zPosition+1;
        [resetTutorialsButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:0] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    else{
        resetTutorialsButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*2, [[TextureList sharedManager]returnTextureSize:kMDButton].height)];
        [resetTutorialsButton setLabelWithText:@"RESET TUTORIALS" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        resetTutorialsButton.position = CGPointMake(screenCenter.x, titleLabel.position.y-titleLabel.frame.size.height/2-resetTutorialsButton.frame.size.height/2-30);
        resetTutorialsButton.zPosition = menuBg.zPosition+1;
        [resetTutorialsButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:0] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    [self addChild:resetTutorialsButton];

    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"ipad"]) {
        resetButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*4, [[TextureList sharedManager]returnTextureSize:kMDButton].height*2)];
        [resetButton setLabelWithText:@"RESET GAME" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        resetButton.position = CGPointMake(resetTutorialsButton.position.x,resetTutorialsButton.position.y-resetTutorialsButton.frame.size.height-20);
        resetButton.zPosition = menuBg.zPosition+1;
        [resetButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:1] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    else{
        resetButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*2, [[TextureList sharedManager]returnTextureSize:kMDButton].height)];
        [resetButton setLabelWithText:@"RESET GAME" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        resetButton.position = CGPointMake(resetTutorialsButton.position.x,resetTutorialsButton.position.y-resetTutorialsButton.frame.size.height-20);
        resetButton.zPosition = menuBg.zPosition+1;
        [resetButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:1] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    [self addChild:resetButton];

    if ([[[UserDetails sharedManager]userDevice]isEqualToString:@"ipad"]) {
        creditsButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*4, [[TextureList sharedManager]returnTextureSize:kMDButton].height*2)];
        [creditsButton setLabelWithText:@"CREDITS" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        creditsButton.position = CGPointMake(resetButton.position.x,resetButton.position.y-resetButton.frame.size.height-20);
        creditsButton.zPosition = menuBg.zPosition+1;
        [creditsButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:2] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    else{
        creditsButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:CGSizeMake([[TextureList sharedManager]returnTextureSize:kMDButton].width*2, [[TextureList sharedManager]returnTextureSize:kMDButton].height)];
        [creditsButton setLabelWithText:@"CREDITS" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
        creditsButton.position = CGPointMake(resetButton.position.x,resetButton.position.y-resetButton.frame.size.height-20);
        creditsButton.zPosition = menuBg.zPosition+1;
        [creditsButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:2] forControlEvent:AGButtonControlEventTouchUpInside];
    }
    [self addChild:creditsButton];    

    backButton = [[AGSpriteButton alloc]initWithTexture:[SKTexture textureWithImageNamed:kMDButton] color:nil size:[[TextureList sharedManager]returnTextureSize:kMDButton]];
    [backButton setLabelWithText:@"BACK" andFont:[UIFont fontWithName:kFontName size:kFontSizeButton] withColor:[UIColor whiteColor]];
    backButton.position = CGPointMake(bottomRight.x-backButton.frame.size.width/2-10, bottomRight.y+backButton.frame.size.height/2+10);
    backButton.zPosition = menuBg.zPosition+1;
    [backButton addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:3] forControlEvent:AGButtonControlEventTouchUpInside];
    [self addChild:backButton];

}

#pragma mark - BUTTON PRESSED
-(void)buttonPressed:(NSNumber*)theTag{

    if (theTag.intValue == 0) { // reset tutorials
        resetTutAlert = [[UIAlertView alloc]initWithTitle:@"RESET TUTORIALS" message:@"Are you sure you want to reset tutorials?\nThis will cause all tutorials to show again when playing the game." delegate:self cancelButtonTitle:@"No" otherButtonTitles:@"Yes", nil];
        [resetTutAlert show];
    }
    else if (theTag.intValue == 1) { // reset game
        resetGameAlert = [[UIAlertView alloc]initWithTitle:@"RESET THE GAME" message:@"Are you sure you want to wipe your game progression?\nThis will remove all unlocks, scores and level progression." delegate:self cancelButtonTitle:@"No" otherButtonTitles:@"Yes", nil];
        [resetGameAlert show];
    }
    else if (theTag.intValue == 2) { // credits menu
        // play sound
        [self menuButtonPressed];
        theScene = [[CreditsScene alloc] initWithSize:self.view.bounds.size];
        theTransition = [SKTransition flipHorizontalWithDuration:1.0];
        [self.view presentScene:theScene transition:theTransition];
    }
    else if (theTag.intValue == 3) { // main menu
        // play sound
        [self menuButtonPressed];
        // scene to move to
        theScene  = [[MainMenuScene alloc] initWithSize:self.view.bounds.size];
        // transition type
        theTransition = [SKTransition flipHorizontalWithDuration:1.0];
        [self.view presentScene:theScene transition:theTransition];
    }

}

#pragma mark - RESET TUTORIALS
-(void)resetTutorials{

    for (id theObject in [[UserDetails sharedManager]userTutorials]) {
        TutorialFlowerTarget *theTut= [[[UserDetails sharedManager]userTutorials]objectForKey:theObject];
        [theTut setTriggered:NO];
    }
    [[UserDetails sharedManager]saveData];
}

#pragma mark - RESET UNLOCKS
-(void)resetUnlocks{

    [[UnlockController sharedManager]resetGame];
}

根据您发布的代码,我建议您将此添加到您的 MainMenu:

-(void) willMoveFromView:(SKView *)view {
    [self removeAllChildren];

    backgroundImage = nil;
    topBar = nil;
    bottomBar = nil;
    ladybirds = nil;
    title = nil;
    subtitle = nil;
    coffee = nil;
    settingsWin = nil;
    iapWin = nil;
    unlocksWin = nil;
    startButton = nil;
    continueButton = nil;
    settingsButton = nil;
    iapButton = nil;
    unlocksButton = nil;
    theParticles = nil;
}

将此添加到您的 SettingsScene:

-(void) willMoveFromView:(SKView *)view {
    [self removeAllChildren];

    backButton = nil;
    resetButton = nil;
    resetTutorialsButton = nil;
    creditsButton = nil;
    titleLabel = nil;
    copyrightLabel = nil;
    resetGameAlert = nil;
    resetTutAlert = nil;
    theScene = nil;
    theTransition = nil;
    menuBg = nil;
}

请记住,SK 使用您无法控制的自己的缓存。这意味着您会在切换场景的前几次看到内存增加,但会在某个时候趋于平稳。我建议你来回移动15到20次,看看会发生什么。

在我正在开发的游戏中,我有一种方法可以进入下一个场景。它看起来像这样:

func proceedToNextLevel() {
    // Go to next level
    self.physicsWorld.removeAllJoints()
    self.enumerateChildNodesWithName("cube", usingBlock: {
        (node: SKNode!, stop: UnsafeMutablePointer <ObjCBool>) -> Void in
        // do something with node or stop
        node.removeFromParent()
    })
    player.removeFromParent()
    hud.removeFromParent()
}

每一关都是一个场景,继承了这个方法。 (我有一个GameScene.swift,每一层都是它的子类)

每个级别的方法如下所示:

override func proceedToNextLevel() {
    super.proceedToNextLevel()
    let transition = SKTransition.revealWithDirection(SKTransitionDirection.Right, duration: 3)
    let newScene: LevelFourScene = LevelFourScene.unarchiveFromFile("LevelFourScene") as! LevelFourScene
    newScene.scaleMode = SKSceneScaleMode.AspectFit
    self.view?.presentScene(newScene)
}

显然这是 swift 并且您的游戏在 Objective C 但希望您明白了。

我可能是错的,但我怀疑你的按钮 class 是你的冒犯者。当你打电话...

[testButton4 addTarget:self selector:@selector(buttonPressed:) withObject:[NSNumber numberWithInt:5] forControlEvent:AGButtonControlEventTouchUpInside];

你通过了self那个场景。在按钮class方法..

-(void)addTarget:(id)target selector:(SEL)selector withObject:(id)object forControlEvent:(AGButtonControlEvent)controlEvent
{
    //check whether selector is already saved, otherwise it will get called twice

    if (marrSelectors == nil)
    {
        marrSelectors = [NSMutableArray new];
    }

    NSMutableDictionary *mdicSelector = [[NSMutableDictionary alloc]init];

    [mdicSelector setObject:target forKey:@"target"];
    [mdicSelector setObject:[NSValue valueWithPointer:selector] forKey:@"selector"];

    if (object)
    {
        [mdicSelector setObject:object forKey:@"object"];
    }

    [mdicSelector setObject:[NSNumber numberWithInt:controlEvent] forKey:@"controlEvent"];

    [marrSelectors addObject:mdicSelector];
}

注意这个..

[mdicSelector setObject:target forKey:@"target"];

target 是你的场景,它被扔进一个字典,然后被扔进一个数组。所以理论上那个按钮现在对你的场景有很强的引用,你的场景也有对那个按钮的引用。

为了验证这个理论,在调用之前将所有按钮设置为 nil

[self.view presentScene:theScene transition:theTransition];

如果我是正确的,那应该打破彼此之间的强引用。希望这会有所帮助,这就是问题所在。