When I hit the retry button in my game, I want it to reload the MainScene. I am doing this with:
-(void)retry
{
SKTransition *transition = [SKTransition fadeWithDuration:.4];
MainScene *gameOver = [[MainScene alloc] initWithSize:self.size];
[gameOver didMoveToView:self.view];
[self.scene.view presentScene:gameOver transition:transition];
}
However, this is causing the memory/CPU usage to increase (by a lot) each time I hit retry. After about 10-20 retries, there is a noticeable lag.
I made all my SKEmitterNode and SKSpriteNode static and that fixed the memory problem, so I suspect that my sprites, emitters, etc are not being released from the memory and are being re-loaded every time I hit retry, doubling it.
I am loading the sprites/emitters like this:
@implementation MainScene {
SKEmitterNode *_bubbleEmitter;
SKSpriteNode *_sunglasses;
...
}
- (id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
_sunglasses = [SKSpriteNode spriteNodeWithImageNamed:@"sunglasses"];
[_sunglasses setPosition:CGPointMake(self.size.width/2, self.size.height + 10)];
[self addChild:_sunglasses];
...
}
return self;
}
Am I loading the sprites or the retry wrong?