在我的SpriteKit场景中,用户应该能够用他的手指画线。我有一个可行的解决方案,如果线很长,FPS降至4-6,并且线开始变为多边形,如下图所示:

ios - 如何有效地在SpriteKit中画一条线-LMLPHP

为了绘制mylineSKShapeNode*),我以此方式在NSMutableArray* noteLinePoints中收集触摸点

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    CGPoint touchPoint = [[touches anyObject] locationInNode:self.scene];
    SKNode *node = [self nodeAtPoint:touchPoint];

    if(noteWritingActive)
    {
        [noteLinePoints removeAllObjects];
        touchPoint = [[touches anyObject] locationInNode:_background];
        [noteLinePoints addObject:[NSValue valueWithCGPoint:touchPoint]];
        myline = (SKShapeNode*)node;
    }
}

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
    if(myline)
    {
        CGPoint touchPoint = [[touches anyObject] locationInNode:_background];
        [noteLinePoints addObject:[NSValue valueWithCGPoint:touchPoint]];
        [self drawCurrentNoteLine];
    }
}

- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
    if(myline)
    {
        myline.name = @"note";
        myline = nil;
    }
    NSLog(@"touch ended");
}


我以这种方式画线

- (CGPathRef)createPathOfCurrentNoteLine
{
    CGMutablePathRef ref = CGPathCreateMutable();

    for(int i = 0; i < [noteLinePoints count]; ++i)
    {
        CGPoint p = [noteLinePoints[i] CGPointValue];
        if(i == 0)
        {
            CGPathMoveToPoint(ref, NULL, p.x, p.y);
        }
        else
        {
            CGPathAddLineToPoint(ref, NULL, p.x, p.y);
        }
    }

    return ref;
}

- (void)drawCurrentNoteLine
{
    if(myline)
    {
        SKNode* oldLine = [self childNodeWithName:@"line"];
        if(oldLine)
            [self removeChildrenInArray:[NSArray arrayWithObject:oldLine]];

        myline = nil;

        myline = [SKShapeNode node];
        myline.name = @"line";
        [myline setStrokeColor:[SKColor grayColor]];

        CGPathRef path = [self createPathOfCurrentNoteLine];
        myline.path = path;
        CGPathRelease(path);

        [_background addChild:myline];
    }
}


我该如何解决这个问题?因为所有后续行都只是多边形,所以我认为因为fps非常低,并且触摸的采样率也会非常低...

请注意,在测试中,我使用的是iPad 3(我的应用需要在具有iOS7的iPad 2型号上运行)

最佳答案

不要不断创建新的SKShapeNodes,这是导致您的速度下降的错误。相反,仅使用1 SKShapeNode(或创建一堆然后重用它们),并在路径后附加新信息(因此无需将myline不断添加到后台)

选择:

使用1个社区SKSkapeNode渲染路径,然后将SKShapeNode转换为具有view.textureFromNode的纹理,然后添加具有此新纹理而不是shape节点的SKSpriteNode

关于ios - 如何有效地在SpriteKit中画一条线,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/39039763/

10-11 14:34