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ios - SpriteKit : Stuttering during movement with constant velocity

转载 作者:可可西里 更新时间:2023-11-01 17:14:13 27 4
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我正在开发一款带有 sprite 套件的简单飞行游戏。一旦 spaceship 达到最大高度和速度,它就会以恒定速度继续飞行。我注意到 spaceship 在不断的飞行过程中会随机出现断断续续的情况。我已经在这里阅读了所有关于这个问题的帖子,但没有什么能真正帮助 100% 解决它。

为了测试,我写了一个非常简单的游戏,它只包含一艘 spaceship 和一个简单的云(代码如下)。但是即使在这个非常简单的游戏中, spaceship 仍然会卡顿。 LOG 表明,即使飞船以恒定速度飞行,飞船运动也不是随机恒定的。这就是口吃的原因。

希望有人能帮我解决这个问题。感谢您的任何想法。


Sprite 套件、Objective c、Xcode 8.0、测试设备:iPhone 6 - iOS 8.3、iPhone 4s - iOS 9.3.5

CPU:最大 21%,内存:最大 8 MB,FPS:永久 60 FPS


这是我的代码(为简单起见,我将所有代码放在场景类中)


飞行场景.h

#import <SpriteKit/SpriteKit.h>

@interface FlightScene : SKScene <SKPhysicsContactDelegate>

@end

飞行场景.m

#import "FlightScene.h"

#define HERO_FLIGHT_LOG 1
//#define HERO_DEBUG_OVERLAY 1

static const CGFloat kMaxHeroVelocityY = 100.0f;
static const CGFloat kMaxHeroVelocityX = 200.0f;

@implementation FlightScene
{
SKNode *_world;
SKSpriteNode *_hero;
SKSpriteNode *_cloud;

CGPoint _heroStartPosition;
CGSize _cloudSize;
CGFloat _xAdj;

BOOL _hasBegun;

// debug
CGFloat _oldHeroX;
CGFloat _oldHeroY;
int _frame;

}

- (void)didMoveToView:(SKView *)view
{
// Setup your scene here

[super didMoveToView:view];

_hasBegun = NO;
_cloudSize = CGSizeMake(120, 80);
_xAdj = _cloudSize.width;
_heroStartPosition = CGPointMake(60, self.size.height/2);

[self addWorld];
[self addHero];
[self addCloud];

// debug
_frame = 0;
_oldHeroX = 0;
_oldHeroY = 0;
}

#pragma mark - hero

- (void)addHero
{
_hero = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship2"];

_hero.size = CGSizeMake(80.0f, 70.0f);
_hero.position = _heroStartPosition;
_hero.zPosition = 1;

_hero.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.width/2.0f];
_hero.physicsBody.affectedByGravity = NO;
_hero.physicsBody.dynamic = YES;
_hero.physicsBody.allowsRotation = NO;
_hero.physicsBody.mass = 1.0f;
_hero.physicsBody.linearDamping = 0.0f;
_hero.physicsBody.friction = 0.0f;

[_world addChild:_hero];
}

- (void)updateFlying
{
if(!_hasBegun)
return;

CGVector oldVel = _hero.physicsBody.velocity;
CGVector newVel = oldVel;

// increase the velocity
newVel.dx += (kMaxHeroVelocityX - newVel.dx) / 10.0f;
newVel.dy += (kMaxHeroVelocityY - newVel.dy) / 10.0f;

// ensure velocity doesn't exceed maximum
newVel.dx = newVel.dx > kMaxHeroVelocityX ? kMaxHeroVelocityX : newVel.dx;
newVel.dy = newVel.dy > kMaxHeroVelocityY ? kMaxHeroVelocityY : newVel.dy;

_hero.physicsBody.velocity = newVel;
}

- (void)limitHeight
{
const CGFloat maxHeight = self.size.height * 0.8f;
if(_hero.position.y > maxHeight)
_hero.position = CGPointMake(_hero.position.x, maxHeight);
}

- (void)updateFlight
{
// move hero with constant velocity
[self updateFlying];

// ensure height doesn't exceed maximum
[self limitHeight];
}

#pragma mark - game world

- (void)addWorld
{
_world = [SKNode new];
[self addChild:_world];
}

- (void)addCloud
{
_cloud = [SKSpriteNode spriteNodeWithColor:[SKColor lightGrayColor] size:_cloudSize];

_cloud.anchorPoint = CGPointMake(0, 1); // top left
_cloud.position = CGPointMake(self.size.width + _cloudSize.width, self.size.height + _cloudSize.height/2);
_cloud.zPosition = -1;

[_world addChild:_cloud];
}

#pragma mark - update world

- (void)updateCloud
{
// reposition the cloud
if(_world.position.x + _xAdj < -(_cloudSize.width + self.size.width))
{
_xAdj += _cloudSize.width + self.size.width;

CGFloat y = arc4random_uniform(_cloudSize.height - 10);
_cloud.position = CGPointMake(_xAdj + self.size.width, self.size.height + y);
}
}

- (void)updateWorld
{
// move the world
CGFloat worldX = -(_hero.position.x - _heroStartPosition.x);
_world.position = CGPointMake(worldX, _world.position.y);

[self updateCloud];
[self flightLog];
}

-(void)update:(CFTimeInterval)currentTime
{
// Called before each frame is rendered

if(!_hasBegun)
return;

_frame++;

// update hero movement
[self updateFlight];
}

- (void)didFinishUpdate
{
if(!_hasBegun)
return;

// update world movement
[self updateWorld];
}

#pragma mark - touches

- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
if(_hasBegun)
return;

_hasBegun = YES;
[self updateFlight];
}


#pragma mark - debug

- (void)flightLog
{

#ifdef HERO_FLIGHT_LOG

CGFloat newHeroX = _hero.position.x - _heroStartPosition.x;;
CGFloat diffX = newHeroX - _oldHeroX;

CGFloat newHeroY = _hero.position.y;
CGFloat diffY = newHeroY - _oldHeroY;

NSLog(@"oldHeroY:%f, newHeroY:%f, diffY:%f", _oldHeroY, newHeroY, diffY);
NSLog(@"oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _oldHeroX, newHeroX, diffX);

if(diffX > 3.5f)
{
//NSLog(@"\t -> frame:%d fast oldHeroY:%f, newHeroY:%f, diffY:%f", _frame, _oldHeroY, newHeroY, diffY);
NSLog(@"\t -> frame:%d fast oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _frame, _oldHeroX, newHeroX, diffX);
}
else if(diffX < 3.0f)
{
//NSLog(@"\t -> frame:%d fast oldHeroY:%f, newHeroY:%f, diffY:%f", _frame, _oldHeroY, newHeroY, diffY);
NSLog(@"\t -> frame:%d slow oldHeroX:%f, newHeroX:%f, diffX:%f\n\n", _frame, _oldHeroX, newHeroX, diffX);
}

_oldHeroX = newHeroX;
_oldHeroY = newHeroY;

#endif

}

@end

日志:


.
.
.
// no stuttering .. FPS: 60

2016-10-02 17:27:19.164 TestFlight[11009:1774440] oldHeroY:301.666534, newHeroY:301.666534, diffY:0.000000
2016-10-02 17:27:19.165 TestFlight[11009:1774440] oldHeroX:263.002899, newHeroX:266.335968, diffX:3.333069

2016-10-02 17:27:19.181 TestFlight[11009:1774440] oldHeroY:301.666534, newHeroY:301.666534, diffY:0.000000
2016-10-02 17:27:19.182 TestFlight[11009:1774440] oldHeroX:266.335968, newHeroX:269.669067, diffX:3.333099

// stuttering .. FPS: 60

2016-10-02 17:27:24.584 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.585 TestFlight[11009:1774440] oldHeroX:1346.335083, newHeroX:1351.335083, diffX:5.000000

2016-10-02 17:27:24.585 TestFlight[11009:1774440] -> frame:413 fast oldHeroX:1346.335083, newHeroX:1351.335083, diffX:5.000000

2016-10-02 17:27:24.600 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.601 TestFlight[11009:1774440] oldHeroX:1351.335083, newHeroX:1353.001709, diffX:1.666626

2016-10-02 17:27:24.601 TestFlight[11009:1774440] -> frame:414 slow oldHeroX:1351.335083, newHeroX:1353.001709, diffX:1.666626

2016-10-02 17:27:24.617 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:301.666687, diffY:0.833344
2016-10-02 17:27:24.618 TestFlight[11009:1774440] oldHeroX:1353.001709, newHeroX:1356.335083, diffX:3.333374

2016-10-02 17:27:24.634 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.634 TestFlight[11009:1774440] oldHeroX:1356.335083, newHeroX:1359.668457, diffX:3.333374

2016-10-02 17:27:24.650 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.651 TestFlight[11009:1774440] oldHeroX:1359.668457, newHeroX:1363.001831, diffX:3.333374

2016-10-02 17:27:24.667 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.668 TestFlight[11009:1774440] oldHeroX:1363.001831, newHeroX:1368.001831, diffX:5.000000

2016-10-02 17:27:24.668 TestFlight[11009:1774440] -> frame:418 fast oldHeroX:1363.001831, newHeroX:1368.001831, diffX:5.000000

2016-10-02 17:27:24.684 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.684 TestFlight[11009:1774440] oldHeroX:1368.001831, newHeroX:1369.668457, diffX:1.666626

2016-10-02 17:27:24.685 TestFlight[11009:1774440] -> frame:419 slow oldHeroX:1368.001831, newHeroX:1369.668457, diffX:1.666626

2016-10-02 17:27:24.700 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:301.666687, diffY:0.833344
2016-10-02 17:27:24.701 TestFlight[11009:1774440] oldHeroX:1369.668457, newHeroX:1373.001831, diffX:3.333374

2016-10-02 17:27:24.717 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:302.500031, diffY:0.833344
2016-10-02 17:27:24.718 TestFlight[11009:1774440] oldHeroX:1373.001831, newHeroX:1378.001831, diffX:5.000000

2016-10-02 17:27:24.718 TestFlight[11009:1774440] -> frame:421 fast oldHeroX:1373.001831, newHeroX:1378.001831, diffX:5.000000

2016-10-02 17:27:24.734 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:24.734 TestFlight[11009:1774440] oldHeroX:1378.001831, newHeroX:1381.335205, diffX:3.333374

// no stuttering .. FPS: 60

2016-10-02 17:27:24.750 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.751 TestFlight[11009:1774440] oldHeroX:1381.335205, newHeroX:1384.668579, diffX:3.333374

2016-10-02 17:27:24.767 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.768 TestFlight[11009:1774440] oldHeroX:1384.668579, newHeroX:1388.001953, diffX:3.333374

2016-10-02 17:27:24.784 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.784 TestFlight[11009:1774440] oldHeroX:1388.001953, newHeroX:1391.335327, diffX:3.333374

2016-10-02 17:27:24.801 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.801 TestFlight[11009:1774440] oldHeroX:1391.335327, newHeroX:1394.668701, diffX:3.333374

2016-10-02 17:27:24.817 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.818 TestFlight[11009:1774440] oldHeroX:1394.668701, newHeroX:1398.002075, diffX:3.333374

2016-10-02 17:27:24.834 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.834 TestFlight[11009:1774440] oldHeroX:1398.002075, newHeroX:1401.335449, diffX:3.333374

2016-10-02 17:27:24.850 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.851 TestFlight[11009:1774440] oldHeroX:1401.335449, newHeroX:1404.668823, diffX:3.333374

2016-10-02 17:27:24.867 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.868 TestFlight[11009:1774440] oldHeroX:1404.668823, newHeroX:1408.002197, diffX:3.333374

// stuttering .. FPS: 60

2016-10-02 17:27:24.883 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:300.833344, diffY:-0.833344
2016-10-02 17:27:24.884 TestFlight[11009:1774440] oldHeroX:1408.002197, newHeroX:1409.668823, diffX:1.666626

2016-10-02 17:27:24.885 TestFlight[11009:1774440] -> frame:431 slow oldHeroX:1408.002197, newHeroX:1409.668823, diffX:1.666626

2016-10-02 17:27:24.901 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:24.902 TestFlight[11009:1774440] oldHeroX:1409.668823, newHeroX:1414.668823, diffX:5.000000

2016-10-02 17:27:24.902 TestFlight[11009:1774440] -> frame:432 fast oldHeroX:1409.668823, newHeroX:1414.668823, diffX:5.000000

2016-10-02 17:27:24.917 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:300.833344, diffY:-1.666687
2016-10-02 17:27:24.918 TestFlight[11009:1774440] oldHeroX:1414.668823, newHeroX:1416.335449, diffX:1.666626

2016-10-02 17:27:24.918 TestFlight[11009:1774440] -> frame:433 slow oldHeroX:1414.668823, newHeroX:1416.335449, diffX:1.666626

2016-10-02 17:27:24.934 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:24.935 TestFlight[11009:1774440] oldHeroX:1416.335449, newHeroX:1421.335449, diffX:5.000000

2016-10-02 17:27:24.935 TestFlight[11009:1774440] -> frame:434 fast oldHeroX:1416.335449, newHeroX:1421.335449, diffX:5.000000

2016-10-02 17:27:24.950 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:24.951 TestFlight[11009:1774440] oldHeroX:1421.335449, newHeroX:1424.668823, diffX:3.333374

// no stuttering for a while (17 seconds .. long time) .. FPS: 60

2016-10-02 17:27:24.967 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:24.968 TestFlight[11009:1774440] oldHeroX:1424.668823, newHeroX:1428.002197, diffX:3.333374
.
.
.

2016-10-02 17:27:41.559 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.559 TestFlight[11009:1774440] oldHeroX:4742.992188, newHeroX:4746.325684, diffX:3.333496

// stuttering .. FPS: 60

2016-10-02 17:27:41.575 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:300.833344, diffY:-0.833344
2016-10-02 17:27:41.576 TestFlight[11009:1774440] oldHeroX:4746.325684, newHeroX:4747.992188, diffX:1.666504

2016-10-02 17:27:41.576 TestFlight[11009:1774440] -> frame:1432 slow oldHeroX:4746.325684, newHeroX:4747.992188, diffX:1.666504

2016-10-02 17:27:41.592 TestFlight[11009:1774440] oldHeroY:300.833344, newHeroY:302.500031, diffY:1.666687
2016-10-02 17:27:41.593 TestFlight[11009:1774440] oldHeroX:4747.992188, newHeroX:4752.992188, diffX:5.000000

2016-10-02 17:27:41.593 TestFlight[11009:1774440] -> frame:1433 fast oldHeroX:4747.992188, newHeroX:4752.992188, diffX:5.000000

2016-10-02 17:27:41.609 TestFlight[11009:1774440] oldHeroY:302.500031, newHeroY:301.666687, diffY:-0.833344
2016-10-02 17:27:41.609 TestFlight[11009:1774440] oldHeroX:4752.992188, newHeroX:4756.325684, diffX:3.333496

2016-10-02 17:27:41.625 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.626 TestFlight[11009:1774440] oldHeroX:4756.325684, newHeroX:4759.659180, diffX:3.333496

2016-10-02 17:27:41.642 TestFlight[11009:1774440] oldHeroY:301.666687, newHeroY:301.666687, diffY:0.000000
2016-10-02 17:27:41.643 TestFlight[11009:1774440] oldHeroX:4759.659180, newHeroX:4762.992676, diffX:3.333496
.
.
.
// and so on ..

编辑:


  • 我将其添加到 addHero: 方法

    _hero.physicsBody.angularDamping = 0.0f;
  • 我更改了 touchesBegan: 以便 spaceship 在不起飞的情况下立即以最大速度飞行。

    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
    if(_hasBegun)
    return;

    _hasBegun = YES;
    _hero.physicsBody.velocity = CGVectorMake(kMaxHeroVelocityX, kMaxHeroVelocityY);
    }
    • 我在没有 updateFlying: 方法的情况下运行代码。 spaceship 在没有起飞的情况下立即以最大速度飞行。它以恒定速度飞行,因此不需要更新速度。

    • 我尝试了其他方法,比如将更新放入 didSimulatePhysics: .. 打开飞行模式 .. 正如@Confused 所建议的.. 但没有任何方法可以解决这个问题。正如@crashoverride777 所说,它仍然不是 100% 完美。

如有任何其他想法,我将不胜感激。

最佳答案

这是因为 SpriteKit 的默认物理和运动/变换处理未根据增量时间进行校正。相反,只要帧速率由于系统调用或其他中断而下降,它就会卡顿。这些事情在 iOS 设备上经常发生。 iOS 系统不断地检查网络并监控各种后台事件的其他状态,并对传入的信息做出响应。

有两种处理方法。

  1. 打开飞行模式,关闭所有后台更新应用程序,并严格限制几乎所有应用程序在其设置中执行后台进程;这减少了操作系统噪音和开销。

  2. 使用增量时间滚动您自己的调整和补偿机制,使事物看起来继续以正确的速度移动到预期的目的地,即使跳过一两帧也是如此。


如果您不限于 SpriteKit,或者不需要它的物理特性,您可以包含另一个物理引擎并使用它。这最终意味着您可以使用 SceneKit、Core Animation 甚至 Metal 来进行渲染……或 SpriteKit

两个最明智的选择是 Box2D 和 Chipmunk2D。

这是将 Box2D 添加到 iOS 的教程:https://www.raywenderlich.com/2061-liquidfun-tutorial-with-metal-and-swift-part-1

这是 Chipmunk2D 的 Swift 包装器:https://github.com/jakubknejzlik/ChipmunkSwiftWrapper

关于ios - SpriteKit : Stuttering during movement with constant velocity,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39819602/

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