如果有更好的方法创造一个模糊的效果?这似乎是我目前的做法,它创造了FPS问题,特别是在旧手机。似乎blurAmount越高,FPS越低。blendMode会是这里的原因吗?
if effectsNode.parent == nil {
let filter = CIFilter(name: "CIGaussianBlur")
let blurAmount = 15.0
filter!.setValue(blurAmount, forKey: kCIInputRadiusKey)
effectsNode.filter = filter
effectsNode.blendMode = .add
sceneContent.removeFromParent()
effectsNode.addChild(sceneContent)
addChild(effectsNode)
}当我暂停游戏时,我调用blurScreen(),它执行上面的代码。然而,我的fps似乎随着时间的推移,游戏暂停的时间越长。我试着把blurScreen()去掉,FPS的问题就消失了。当只调用一次blurScreen()时,FPS是如何随时间下降的呢?
编辑:
func pauseGame() {
sceneContent.isPaused = true
intermission = true
physicsWorld.speed = 0
blurScreen()
} 以下是touchesEnded()中的代码
// Tapped pause or pause menu options
if name == "pause" && touch.tapCount == 1 && pauseSprite.alpha == 1.0 && ((!sceneContent.isPaused && !GameData.shared.midNewDay) || (!sceneContent.isPaused && sceneElements[0].editingMode)) {
SKTAudio.sharedInstance.pauseBackgroundMusic()
SKTAudio.sharedInstance.playSoundEffect("Sounds/pause.wav")
pauseSprite.run(SKAction.sequence([SKAction.scale(to: 1.2, duration: 0.10), SKAction.scale(to: 1.0, duration: 0.10)])) { [unowned self] in
self.createPauseMenu()
self.pauseGame()
}
return
}更新方法
override func update(_ currentTime: TimeInterval) {
if GameData.shared.firstTimePlaying && GameData.shared.distanceMoved > 600 && !step1Complete {
tutorial2()
}
// Check for game over
if GameData.shared.hearts == 0 && !gameEnded {
gameOver()
}
// If we're in intermission, do nothing
if intermission || sceneContent.isPaused {
return
}
// some more stuff unrelated to pausing
}发布于 2017-10-27 18:42:22
你在整个场景上运行一个效果节点,这个场景将呈现出每个框架的效果,这将给你的系统带来大量的工作。如果后面没有动画,我建议通过这样做将效果节点转换为sprite节点。
var spriteScene : SKSpriteNode!
func blurScreen() {
DispatchQueue.global(qos: .background).async {
[weak self] in
guard let strongSelf = self else { return }
let effectsNode = SKEffectNode()
let filter = CIFilter(name: "CIGaussianBlur")
let blurAmount = 10.0
filter!.setValue(blurAmount, forKey: kCIInputRadiusKey)
effectsNode.filter = filter
effectsNode.blendMode = .add
strongSelf.sceneContent.removeFromParent()
effectsNode.addChild(strongSelf.sceneContent)
let texture = self.view!.texture(from: effectsNode)
strongSelf.spriteScene = SKSpriteNode(texture: texture)
strongSelf.spriteScene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
DispatchQueue.main.async {
strongSelf.sceneContent.removeFromParent()
strongSelf.addChild(strongSelf.spriteScene)
}
}
} https://stackoverflow.com/questions/46977009
复制相似问题