【发布时间】:2014-07-07 11:14:19
【问题描述】:
我一直在使用 swift 在 sprite kit 中创建游戏,但遇到了问题。我有两个视图控制器,每个都有一个场景,一个以模态方式转换到另一个。这一切都在第一次完美运行,但是当我返回第一个视图控制器然后再次进入第二个时,我使用了双倍的内存。这给我的印象是没有任何东西被释放,但是每次我转换到场景时,对象都会被重新分配。我在仪器中运行该应用程序并得到了相同的结果。在下图中,我从一个场景移动到下一个场景,然后再次回到第一个场景,但它似乎重新分配了第一个场景,但没有清除任何内存。由于现在没有使用 dealloc 方法,我不知道如何解决这个问题。我会将代码发布到下面的第一个视图控制器,以便您查看。非常感谢。
import UIKit
import SpriteKit
class SelectionViewController: UIViewController {
var selectionScene:SelectionScene?
var currentRocketName = ""
@IBOutlet var playButton: UIButton
override func viewDidLoad() {
super.viewDidLoad()
if let selectionScene = SelectionScene.unarchiveFromFile("SelectionScene") as? SelectionScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.multipleTouchEnabled = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
selectionScene.scaleMode = .ResizeFill
selectionScene.viewController = self
skView.presentScene(selectionScene)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "spinnerChanged", name: "spinnerValueChanged", object: nil)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "productBought", name: "ProductBought", object: nil);
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "manageErrorInPurchase", name: "ErrorOccured", object: nil)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func viewDidAppear(animated: Bool) {
}
@IBAction func playButtonPressed(sender: UIButton) {
self.performSegueWithIdentifier("moveToGame", sender: nil)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.toRaw())
} else {
return Int(UIInterfaceOrientationMask.All.toRaw())
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func viewDidUnload() {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func viewDidDisappear(animated: Bool) {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
if segue.identifier == "moveToGame" {
let destController = segue.destinationViewController as GameViewController
destController.rocketTexture = SKTexture(imageNamed: self.currentRocketName)
}
}
}
selectionScene 和 currentRocketName 在加载到视图后立即传递给 viewController
【问题讨论】:
标签: ios xcode swift sprite-kit