SKScene 无法释放内存导致有限的内存增长 [英] SKScene Fails to deallocate memory resulting in bounded memory growth

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问题描述

我已经为此苦苦挣扎了好几天,由于某种原因,我的 SKScene 没有正确释放,这导致内存增长有限,因为每次我退出并进入场景时,内存都会跳跃.这意味着在游戏进行了 10 轮之后,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.

I have been struggling with this for days, for some reason my SKScenes are not deallocating correctly, this results in bounded memory growth as each time i exit and enter a scene the memory jumps up. This means after say 10 rounds of the game the App crashes. As far as i'm aware after much checking i do not have any retain cycles or strong references to the scenes themselves and whilst i know textures are cached and held in memory surely once preloaded the memory shouldn't be going up each time.

这就是我在视图控制器中设置 skview 和第一个场景的方式:

This is how i setup the skview and first scene in the viewcontroller:

-(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];

这是在我的 MainMenuScene 中创建并移动到下一个场景的代码:

This is the code from within my MainMenuScene to create and move to the next scene:

 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;
    }

现在我知道您应该使用[self.view presentScene:]"作为 SkView 保存场景,但是因为没有任何工作,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,我得到了生成的 NSlog:

Now i know that you should use "[self.view presentScene:]" as the SkView holds the scene but because nothing is working i've been experimenting to see why the scene does not seem to deallocate. When i try pressing the button for case 2 following i get the resulting NSlogs:

[self presentScene:theScene];

NSLOG 结果 = "IAP SCENE DEALLOC" 但用户不会被带到下一个场景.

NSLOG result = "IAP SCENE DEALLOC" but the user is not taken to the next scene.

[self presentScene:nil];

NSLOG 结果 = "IAP SCENE DEALLOC" 但用户不会被带到下一个场景.

NSLOG result = "IAP SCENE DEALLOC" but the user is not taken to the next scene.

[self.view presentScene:theScene];

即使当前 MainMenuScene 有一个用于 dealloc 的 NSLOG,也没有 nslog 结果

No nslog results even though the current MainMenuScene has an NSLOG for dealloc

[self.view presentScene:nil];

NSLOG 结果 = IAP SCENE DEALLOC 屏幕变灰

NSLOG result = IAP SCENE DEALLOC and the screen becomes grey

现在这一切都非常奇怪,当我收到 DEALLOC NSLOG 消息时,它应该给我当前场景(即 MainMenuScene)的 dealloc 的 NSLOG,而不是它应该加载的场景.

Now this is all very odd as surely when i do get a DEALLOC NSLOG message it should be giving me the NSLOG for the dealloc of the current scene aka MainMenuScene rather than the scene it should be loading.

我做错了吗?我是否不正确地使用 SKView,任何帮助将不胜感激,因为我已经阅读了各种帖子,所有这些帖子都没有帮助.

Am i doing something wrong? Am i working with the SKView incorrectly, any help would be greatly appreciated as i have read a variety of posts all of which have not helped.

  • 更新:这是我在之间来回移动的每个场景的代码,请注意缺少动作或对自我的任何强烈引用:

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?
This 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?
This 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];
}

推荐答案

我可能是错的,但我怀疑你的按钮类是你的罪犯.当你打电话时......

I could be wrong but I suspect your button class is your offender. When you call...

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

你通过 self 作为那个场景.在按钮类中的方法..

You pass self being that scene. In the button class the method..

-(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];
}

注意这一点..

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

target 是您的场景,它被扔进字典中,字典被扔进数组中.因此,理论上,该按钮现在对您的场景具有强引用,并且您的场景对该按钮具有引用.

target is your scene and it is being tossed into a dictionary in that is tossed into an array. So in theory that button now has a strong reference to your scene and your scene has a reference to that button.

为了验证这个理论,在调用之前将所有按钮设置为 nil

To test this theory set all of your buttons to nil before calling

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

如果我是正确的,那应该打破对彼此的强引用.希望这会有所帮助,这就是问题所在.

And if I am correct that should break the strong reference to each other. Hopefully that helps and is the issue.

这篇关于SKScene 无法释放内存导致有限的内存增长的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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