I am building a game that requires a function (out of several) to be called depending if a condition is true or not. The condition checks the variable every 0.0001 seconds for game purposes, but the functions are called every 4-6 seconds. I just needed the
Whenever I was testing the game on a device, I noticed that the app lags at certain times. I believe its when a function is called but I'm not sure.
This is an SKAction that calls the function that checks the condition:
let triangle = SKAction.sequence([SKAction.run(obstaclesFunc),SKAction.wait(forDuration: 0.0001)])
run(SKAction.repeatForever(triangle))
This is the condition checker:
func obstaclesFunc() {
GameScene.nextObstacle = Int(arc4random_uniform(6) + 1 )
if(GameScene.first == true){
GameScene.randomNum = 1
}
if (GameScene.pass == true){
number = GameScene.nextObstacle
print(number)
//Rectangle Call Function
if(GameScene.randomNum == 1){
sideRectangles()
//More code at bottom
}
I noticed that the biggest lag occurs when this function is called:
func sideRectangles() {
let rectangle1 = SKSpriteNode(imageNamed: "rectangleWalls")
let rectangle2 = SKSpriteNode(imageNamed: "rectangleWalls")
let rectangle3 = SKSpriteNode(imageNamed: "rectangleWalls")
let rectangleTexture = SKTexture(imageNamed: "rectangleWalls")
//Physics World
rectangle1.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle1.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_1
rectangle1.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle1.physicsBody?.affectedByGravity = false
rectangle1.physicsBody?.isDynamic = true
rectangle1.physicsBody?.collisionBitMask = 0
//Physics World
rectangle2.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle2.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_2
rectangle2.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle2.physicsBody?.affectedByGravity = false
rectangle2.physicsBody?.isDynamic = true
rectangle2.physicsBody?.collisionBitMask = 0
//Physics World
rectangle3.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle3.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_3
rectangle3.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle3.physicsBody?.affectedByGravity = false
rectangle3.physicsBody?.isDynamic = true
rectangle3.physicsBody?.collisionBitMask = 0
let moveDown = SKAction.moveTo(y: self.frame.minY - rectangle3.size.height / 2, duration: 2)
let moveDown2 = SKAction.moveTo(y: self.frame.minY - rectangle3.size.height / 2, duration: 3)
let moveDown3 = SKAction.moveTo(y: self.frame.minY - rectangle3.size.height / 2, duration: 4)
let removeNode = SKAction.removeFromParent()
rectangle1.position = CGPoint(x: self.frame.minX - rectangle3.size.height * 0.1, y: self.frame.maxY + rectangle3.size.width) //use 4.5 for the close one
rectangle2.position = CGPoint(x: self.frame.minX - rectangle3.size.width / 40 , y: self.frame.maxY + rectangle3.size.height) //use 4.5 for the close one
rectangle3.position = CGPoint(x: self.frame.midX - rectangle3.size.width / 1.55, y: self.frame.maxY + rectangle3.size.height * 1.8)
rectangle1.run(SKAction.sequence([moveDown,removeNode]))
rectangle2.run(SKAction.sequence([moveDown2,removeNode]))
rectangle3.run(SKAction.sequence([moveDown3,removeNode]))
//second set
let rectangle5 = SKSpriteNode(imageNamed: "rectangleWalls")
let rectangle6 = SKSpriteNode(imageNamed: "rectangleWalls")
let rectangle7 = SKSpriteNode(imageNamed: "rectangleWalls")
//Physics World
rectangle5.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle5.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_5
rectangle5.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle5.physicsBody?.affectedByGravity = false
rectangle5.physicsBody?.isDynamic = true
rectangle5.physicsBody?.collisionBitMask = 0
//Physics World
rectangle6.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle6.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_6
rectangle6.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle6.physicsBody?.affectedByGravity = false
rectangle6.physicsBody?.isDynamic = true
rectangle6.physicsBody?.collisionBitMask = 0
//Physics World
rectangle7.physicsBody = SKPhysicsBody(texture: rectangleTexture, size: CGSize(width: rectangle1.size.width - 20, height: rectangle1.size.height - 20))
rectangle7.physicsBody?.categoryBitMask = PhysicsNumbering.rectangle_7
rectangle7.physicsBody?.contactTestBitMask = PhysicsNumbering.player
rectangle7.physicsBody?.affectedByGravity = false
rectangle7.physicsBody?.isDynamic = true
rectangle7.physicsBody?.collisionBitMask = 0
rectangle5.zPosition = 0
rectangle6.zPosition = 0
rectangle7.zPosition = 0
rectangle5.position = CGPoint(x: self.frame.maxX + rectangle3.size.height * 0.1, y: self.frame.maxY + rectangle3.size.width) //use 4.5 for the close one
rectangle6.position = CGPoint(x: self.frame.maxX + rectangle3.size.width / 40 , y: self.frame.maxY + rectangle3.size.height) //use 4.5 for the close one
rectangle7.position = CGPoint(x: self.frame.midX + rectangle3.size.width / 1.55, y: self.frame.maxY + rectangle3.size.height * 1.8)
rectangle5.run(SKAction.sequence([moveDown,removeNode]))
rectangle6.run(SKAction.sequence([moveDown2,removeNode]))
rectangle7.run(SKAction.sequence([moveDown3,removeNode]))
addChild(rectangle1)
addChild(rectangle2)
addChild(rectangle3)
addChild(rectangle5)
addChild(rectangle6)
addChild(rectangle7)
}
Can someone please help me find out what is causing this lag? I cannot seem to figure it out. Thank You in advance!