SKTextureAtlas和SKAction没有被删除,更不用说停止从SKSpriteNode iOS SpriteKit

时间:2014-06-19 02:12:30

标签: ios objective-c sprite-kit

基本上我正在尝试使用SpriteKit,我花了一些时间来弄清楚如何从数组中删除一系列SpriteNodes。我征服了它,这是一个仍然在公羊的问题。我还在试图找出obj-c对象上的一些严格标志。首先,这是我最新的稳定git提交:https://github.com/kap10g/KathySprite

现在我正试图弄清楚如何从我的SKSpriteNode以及SKTexture中删除SKAction。将它们设置为nil不起作用,因为我一直在寻找。如果您下载代码,您将看到我的步行周期的动画在您再次触摸时保持运行,目的是一次只在屏幕上有一个步行周期。其他SKSpriteNodes消失。我猜这是SKAction的一个问题,SKTexture仍然在RAM中,但我不清楚它是如何工作的。我希望有人能指出这种垃圾收集的清晰度。我将粘贴当前的MyScene.m,因为我正在处理它。它与上一次git更新略有不同,因为我上次成功解决了一些问题(循环SKAction)。因此,如果您将我的代码与git进行比较,您将看到我现在所处的位置。

#import "MyScene.h"

@implementation MyScene
@synthesize smoke, holder, Kathyholder, Spliffholder, spliff, spriteAction;

-(id)initWithSize:(CGSize)size {    
    if (self = [super initWithSize:size]) {
        holder = [[NSMutableArray alloc] init];
        Kathyholder = [[NSMutableArray alloc] init];
        /* Setup your scene here */

        self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];

        SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];



        myLabel.text = @"FART";
        myLabel.fontSize = 30;
        myLabel.position = CGPointMake(CGRectGetMidX(self.frame),
                                       CGRectGetMidY(self.frame));
        NSString *smokePath = [[NSBundle mainBundle] pathForResource:@"MyParticle" ofType:@"sks"];
        smoke = [NSKeyedUnarchiver unarchiveObjectWithFile:smokePath];
        [self addChild:myLabel];
    }
    return self;
}

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    /* Called when a touch begins */

    for (UITouch *touch in touches) {
        CGPoint location = [touch locationInNode:self];

        SKSpriteNode *sprite = [smoke copy];
        SKSpriteNode *kathy = [SKSpriteNode spriteNodeWithImageNamed:@"kathy"];

        sprite.position = location;
        kathy.position = location;

        kathy.xScale = (CGFloat) random()/(CGFloat) RAND_MAX;
        kathy.yScale = (CGFloat) random()/(CGFloat) RAND_MAX;

        spliff = [SKSpriteNode spriteNodeWithTexture:WALKING_TEX_CROP_1_LARGE];



        SKAction *action = [SKAction rotateByAngle:M_PI duration:1];

        [kathy runAction:[SKAction repeatActionForever:action]];

        if ([holder count] > 0)
        {
            NSLog(@"Too long");
            SKSpriteNode *holderSprite = [holder objectAtIndex:0];
            [holder removeObject:holderSprite];
            [holderSprite removeFromParent];
            SKSpriteNode *kathySprite = [Kathyholder objectAtIndex:0];
            [Kathyholder removeObject:kathySprite];
            [kathySprite removeFromParent];
            SKSpriteNode *spliffSprite = [Spliffholder objectAtIndex:0];
            [Spliffholder removeObject:spliffSprite];
            [spliffSprite removeAllActions];
            spriteAction = nil;
            spliffSprite.texture = nil;
            [spliffSprite removeAllChildren];
            [spliffSprite removeFromParent];
        }


        [holder addObject:sprite];
        [self addChild:sprite];
        [Kathyholder addObject:kathy];
        [self addChild:kathy];
        [Spliffholder addObject:spliff];
        [self addChild:spliff];
        CGFloat spliffScale = ((CGFloat) random()/(CGFloat) RAND_MAX) * 0.5;
        spliff.xScale = spliffScale;
        spliff.yScale = spliffScale;
        spliff.position = location;
        spriteAction = [SKAction repeatActionForever:[SKAction animateWithTextures:WALKTHROUGH timePerFrame:0.033]];
        [spliff runAction:spriteAction];
    }
}

-(void)update:(CFTimeInterval)currentTime {
    /* Called before each frame is rendered */
}

@end

我只是在搞乱SpriteKit库以获得乐趣,我承认我仍然是Objective-C的新手/中间人,说实话,我可能会使用像Swift这样松散类型的语言做得更好,但是我内心的程序员想要要知道正确的做事方式,所以我会尝试做两件事,并尽快开始使用swift。

1 个答案:

答案 0 :(得分:0)

哇我明白了。我不知道为什么。该块属于init

SKTextureAtlas *walkAtlas = [SKTextureAtlas atlasNamed:@"walking"];
    NSArray *textureNames = [walkAtlas textureNames];
    _walkTextures = [NSMutableArray new];
    for (NSString *name in textureNames) {
        SKTexture *texture = [walkAtlas textureNamed:name];
        [_walkTextures addObject:texture];
    }

此块属于触摸区域

    SKSpriteNode *walk = [SKSpriteNode spriteNodeWithTexture:[_walkTextures objectAtIndex:0]];
    walk.zPosition = 100;
    walk.scale = spliffScale;
    walk.position = location;

    [self addChild:walk];

    SKAction *walkAction = [SKAction animateWithTextures:_walkTextures timePerFrame:0.03];
    SKAction *remove = [SKAction removeFromParent];
    [walk runAction:[SKAction sequence:@[walkAction, walkAction, remove]]];
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