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SKTextureAtlas和SKAction并未删除,更不用说从SKSpriteNode iOS SpriteKit停止了

[英]SKTextureAtlas and SKAction not getting removing let alone stopping from SKSpriteNode iOS SpriteKit

基本上,我试图弄乱SpriteKit,花了我一段时间才弄清楚如何从数组中删除一系列SpriteNode。 我征服了,这仍然是公羊的问题。 我仍在尝试找出obj-c对象上的一些严格标志。 首先,这是我最新的稳定git commit: https : //github.com/kap10g/KathySprite

现在,我正在尝试找出如何从我的SKSpriteNode和SKTexture中删除SKAction。 如我所知,将它们设置为nil无效。 如果下载代码,您将看到我的步行周期的动画在您再次触摸时保持运行,目的是一次仅在屏幕上显示一个步行周期。 其他SKSpriteNodes消失。 我猜这是因为这些SKAction和SKTexture仍在内存中的问题,但是我对它的工作原理尚不明确。 我希望有人指出这种垃圾收集是如何工作的。 现在,我将粘贴当前的MyScene.m。 它与上次git更新略有不同,因为我上次成功解决某个问题(循环SKAction)后便提交了它。 因此,如果将我的代码与git进行比较,您将看到我现在的位置。

#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

我只是把SpriteKit库弄得很有趣,我承认我还是Objective-C的新手/中级,老实说,我可能会更好地使用像Swift这样的松散类型的语言,但是我内心的程序员想知道正确的做事方式,所以我将尝试同时做这两种事情,并尽快开始使用swift。

哇,我想通了。 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];
    }

该块属于touches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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