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。
- 更新:这是我在每个场景之间来回移动的代码,请注意缺少动作或任何对自身的强引用:
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。
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。
- 更新:这是我在每个场景之间来回移动的代码,请注意缺少动作或任何对自身的强引用:
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。