从SKShapeNode创建SKTexture [英] Create an SKTexture from an SKShapeNode

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本文介绍了从SKShapeNode创建SKTexture的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

有没有办法从SKShapeNode创建SKTexture?已知形状节点会导致内存问题,我正在寻找一种从它们创建静态图形的方法(最好是.png)。

Is there a way to create an SKTexture from an SKShapeNode? Shape nodes are known to cause memory issues and I am looking for a way to create a static graphic from them (.png preferably).

推荐答案

您可以使用名为 textureFromNode的 SKView 方法:

You can use the SKView method called textureFromNode:

以下是参考资料:

textureFromNode:

呈现并返回包含节点内容的Sprite Kit纹理。

Renders and returns a Sprite Kit texture that contains the node’s contents.

- (SKTexture *)textureFromNode:(SKNode *)node

参数

Parameters

节点

表示要渲染到纹理的内容的节点对象。

A node object representing the content you want to render to the texture.

返回值

保存渲染图像的Sprite Kit纹理。

A Sprite Kit texture that holds the rendered image.

讨论
正在渲染的节点不需要出现在视图的呈现场景中。创建的新纹理的大小等于节点的calculateAccumulatedFrame方法返回的矩形。如果节点不是场景节点,则使用清晰的背景颜色([SKColor clearColor])进行渲染。

Discussion The node being rendered does not need to appear in the view’s presented scene. The new texture is created with a size equal to the rectangle returned by the node’s calculateAccumulatedFrame method. If the node is not a scene node, it is rendered with a clear background color ([SKColor clearColor]).

UPDATE--稍微探索SKShapeNode并验证确实是一个内存泄漏问题围绕分配路径然后删除节点,我有一个想法...

UPDATE-- After exploring SKShapeNode a bit and verifying there indeed was a memory leak issue revolving around assigning a path and then removing the node, I had an idea...

不是一个新想法,更多是一个改变用途的想法。这个奇妙的想法实际上允许我使用SKShapeNodes到我心中的内容:)

Not really a new idea, more of a repurposed one. This wonderful idea actually allowed me to use SKShapeNodes to my hearts content :)

POOLING

是的......我刚创建了一个SKShapeNodes池,我根据需要重用了它。这有什么不同:)所以只需要在需要的时候重新定义路径,当使用返回你的游泳池完成时,它将等待你以后再玩一次。

Yep... I just created a pool of SKShapeNodes that I reused as needed. What a difference that makes :) So simply redefine the path whenever needed, when done using return to your pool, and it'll be waiting there for you to play with again at a later time.

您只需在需要时重新定义路径,使用返回游泳池完成后,它将等待您以后再次玩游戏。

You simply redefine the path whenever needed, when done using return to your pool, and it'll be waiting there for you to play with again at a later time.

在您的 SKScene 中创建一个ivar或属性 NSMutableArray 池并在初始化 SKScene 时创建它。您可以在初始化期间使用形状节点填充数组,也可以根据需要创建它们。

Create a ivar or property NSMutableArray in your SKScene called pool and create it when you init the SKScene. You can either populate the array with your shape nodes during init, or you can create them as needed.

这是我创建的用于从中获取新节点的快速方法游泳池:

This is something quick method I created for grabbing a new node from the pool :

-(SKShapeNode *)getShapeNode
{
    if (pool.count > 0)
    {
        SKShapeNode *shape = pool[0];
        [pool removeObjectAtIndex:0];
        return shape;
    }

    // if there is not any nodes left in the pool, create a new one to return
    SKShapeNode *shape = [SKShapeNode node];

    return shape;
}

因此,无论你在场景中需要SKShapeNode,你都可以这样做:

So wherever in the scene you need a SKShapeNode you'd do this :

SKShapeNode *shape = [self getShapeNode];
// do whatever you need to do with the instance

当你完成使用shape节点,只需将其返回到池并将路径设置为。例如:

When you are done using the shape node, just return it to the pool and set the path to . For example :

[pool addObject:shape];
[shape removeFromParent];
shape.path = NULL;

我知道这是一种解决方法而不是理想的解决方案,但对于任何人来说,这肯定是一种非常可行的解决方法想要使用大量的SKShapeNodes而不是出血记忆。

I know it's a workaround and not an ideal solution, but certainly this is a very viable workaround for anyone wanting to use a large number of SKShapeNodes and not bleed memory.

这篇关于从SKShapeNode创建SKTexture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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