如何为我的iOS Cocos2d游戏保存游戏数据?

时间:2012-11-18 23:02:16

标签: ios cocoa-touch cocos2d-iphone iphone-sdk-3.0

我有一堆与水平相关的misc数据,这样我需要保存,即使玩家关闭/打开手机,重启设备,退出游戏等,也会保存。基本上是持久数据。我已经看了很多我的选择,但没有找到一个简单明了的方法来满足我的需求,并且希望有人能够帮助我,并给出一个明确的例子,说明如何为我的需求实现最佳方法的基础。

我看过以下内容 NSUSerDefaults(显然不是最好的,因为它是偏好,所以我理解) NSCoder / NSKeyedArchiver(无法想出一个明确的方法来保存简单数据类型,从单个类中保存所有数据作为属性保存) SQLite3(完全丢失)

任何帮助和指示都将不胜感激。

我需要在整个程序中保存和轻松访问的数据类型是...... NSStrings,NSArrays,Ints,Bools。

感谢您的帮助,我希望得到一个明确的答案!

1 个答案:

答案 0 :(得分:9)

保存到NSUserDefaults当然没有任何问题,但是如果你想将你的属性保存到磁盘,我会为你保存一些代码以保存到.plist文件,然后再检索它。您也可以在此gist中找到它。

保存

// We're going to save the data to SavedState.plist in our app's documents directory
NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
NSString *plistPath = [rootPath stringByAppendingPathComponent:@"SavedState.plist"];

// Create a dictionary to store all your data
NSMutableDictionary *dataToSave = [NSMutableDictionary dictionary];

// Store any NSData, NSString, NSArray, NSDictionary, NSDate, and NSNumber directly.  See "NSPropertyListSerialization Class Reference" for more information.
NSString *myString = @"Hello!"
[dataToSave setObject:myString forKey:@"MyString"];

// Wrap primitives in NSValue or NSNumber objects.  Here are some examples:
BOOL someBool = YES;
NSNumber *boolValue = [NSNumber numberWithBool:someBool];
[dataToSave setObject:boolValue forKey:@"SomeBoolValue"];
int someInteger = 99;
NSInteger *integerValue = [NSNumber numberWithInteger:someInteger];
[dataToSave setObject:integerValue forKey:@"SomeIntegerValue"];

// Any objects that conform to NSCoding can be archived to an NSData instance.  In this example, MyClass conforms to NSCoding.
MyClass *someObject = [[MyClass alloc] init];
NSData *archivedStateOfSomeObject = [NSKeyedArchiver archivedDataWithRootObject:someObject];
[dataToSave setObject:archivedStateOfSomeObject forKey:@"SomeObject"];

// Create a serialized NSData instance, which can be written to a plist, from the data we've been storing in our NSMutableDictionary
NSString *errorDescription;
NSData *serializedData = [NSPropertyListSerialization dataFromPropertyList:dataToSave
                                                                    format:NSPropertyListXMLFormat_v1_0
                                                          errorDescription:&errorDescription];
if(serializedData) 
{
    // Write file
    NSError *error;
    BOOL didWrite = [serializedData writeToFile:plistPath options:NSDataWritingFileProtectionComplete error:&error];

    NSLog(@"Error while writing: %@", [error description]);

    if (didWrite)
        NSLog(@"File did write");
    else
        NSLog(@"File write failed");
}
else 
{
    NSLog(@"Error in creating state data dictionary: %@", errorDescription);
}

载入

// Fetch NSDictionary containing possible saved state
NSString *errorDesc = nil;
NSPropertyListFormat format;
NSString *plistPath;
NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
                                                          NSUserDomainMask, YES) objectAtIndex:0];
plistPath = [rootPath stringByAppendingPathComponent:@"SavedState.plist"];
NSData *plistXML = [[NSFileManager defaultManager] contentsAtPath:plistPath];
NSDictionary *unarchivedData = (NSDictionary *)[NSPropertyListSerialization
                                      propertyListFromData:plistXML
                                      mutabilityOption:NSPropertyListMutableContainersAndLeaves
                                      format:&format
                                      errorDescription:&errorDesc];

// If NSDictionary exists, look to see if it holds a saved game state
if (!unarchivedData)
{
    NSLog(@"Error reading plist: %@, format: %d", errorDesc, format);
} 
else 
{
    // Load property list objects directly
    NSString *myString = [unarchivedData objectForKey:@"MyString"];

    // Load primitives
    NSNumber *boolValue = [unarchivedData objectForKey:@"SomeBoolValue"];
    BOOL someBool = [boolValue boolValue];
    NSNumber *integerValue = [unarchivedData objectForKey:@"SomeIntegerValue"];
    BOOL someBool = [integerValue integerValue];

    // Load your custom objects that conform to NSCoding
    NSData *someObjectData = [unarchivedData objectForKey:@"SomeObject"];
    MyClass *someObject = [NSKeyedUnarchiver unarchiveObjectWithData:someObjectData];
}

如需进一步阅读,请查看Archives and Serialization Programming Guide