为什么我的变量没有在Cocos2d中设置?

时间:2013-04-13 17:13:30

标签: cocos2d-iphone

在我创建的GameManager单例对象中:

// Load levels
        // Create array property to store level objects
        self.levels = [[[NSMutableArray alloc] init] autorelease];
        //Create 2 level objects with spawnRates
        Level *level1 = [[[Level alloc] initWithLevelNum:1 spawnRate:10000 bgImageName:@"Icon.png"] autorelease];
        Level *level2 = [[[Level alloc] initWithLevelNum:2 spawnRate:10000 bgImageName:@"Icon.png"] autorelease];
        Level *level3 = [[[Level alloc] initWithLevelNum:3 spawnRate:80 bgImageName:@"Icon.png"] autorelease];
        Level *level4 = [[[Level alloc] initWithLevelNum:4 spawnRate:80 bgImageName:@"Icon.png"] autorelease];
        Level *level5 = [[[Level alloc] initWithLevelNum:5 spawnRate:2 bgImageName:@"Icon.png"] autorelease];
        Level *level6 = [[[Level alloc] initWithLevelNum:6 spawnRate:1 bgImageName:@"Icon.png"] autorelease];
        //Put level objects into array property
        [_levels addObject:level1];
        [_levels addObject:level2];
        [_levels addObject:level3];
        [_levels addObject:level4];
        [_levels addObject:level5];
        [_levels addObject:level6];
        //Set current level index to 0
        self.curLevelIndex = 0;

接下来,我实现了像层一样调用的方法:

- (Level *)curLevel {
    NSLog(@"curLevelIndex is %d", _curLevelIndex);
    //returns object at current level index where at start, first slot [0] = spawnrate = 1
    return [_levels objectAtIndex:_curLevelIndex];
}

- (void)restartGame {
    _curLevelIndex = 0;
    [self nextLevel];
}

- (void)levelComplete {
    NSLog(@"curLevel spawnRate is %d", [self curLevel].spawnRate);

    //Increase currentlevelindex
    _curLevelIndex++;

    if (_curLevelIndex >= [_levels count]) {
        _curLevelIndex = 0;
        NSLog(@"resetting levels");
    } else {
        //make it faster
        //NSLog(@"current level %d", [[_levels objectAtIndex:_curLevelIndex].spawnRate ];
        NSLog(@"new level %d", _curLevelIndex);
    }

}

请原谅所有的NSLog,但我疯了试图找出为什么我的spawnRate没有被改变。在我的游戏更新方法中,我这样做:

if (timeSinceLastRateBump > 3) {
        NSLog(@"DIFFICULTY INCREASES NOW>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
        [[GameManager sharedGameManager] levelComplete];
        timeSinceLastRateBump = 0;
    }

这或多或少地被称为每秒。现在我在我的NSLog中得到这个:

2013-04-13 11:08:22:489 MZ[1408:3079] target added to _targets
2013-04-13 11:08:23:489 MZ[1408:3079] target added to _targets
2013-04-13 11:08:24:472 MZ[1408:3079] DIFFICULTY INCREASES NOW>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
2013-04-13 11:08:24:473 MZ[1408:3079] curLevelIndex is 1
2013-04-13 11:08:24:474 MZ[1408:3079] curLevel spawnRate is 0
2013-04-13 11:08:24:475 MZ[1408:3079] new level 2
2013-04-13 11:08:24:509 MZ[1408:3079] target added to _targets
2013-04-13 11:08:25:506 MZ[1408:3079] target added to _targets
2013-04-13 11:08:26:522 MZ[1408:3079] target added to _targets
2013-04-13 11:08:27:490 MZ[1408:3079] DIFFICULTY INCREASES NOW>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
2013-04-13 11:08:27:491 MZ[1408:3079] curLevelIndex is 2
2013-04-13 11:08:27:493 MZ[1408:3079] curLevel spawnRate is 0
2013-04-13 11:08:27:494 MZ[1408:3079] new level 3
2013-04-13 11:08:27:523 MZ[1408:3079] target added to _targets
2013-04-13 11:08:27:856 MZ[1408:3079] Globals called. Points: 1
2013-04-13 11:08:27:856 MZ[1408:3079] Globals leaving. Points: 2
2013-04-13 11:08:28:539 MZ[1408:3079] target added to _targets

这证明curLevelIndex从0增加到1到2.但是spawnRate保持为0.为什么?

2 个答案:

答案 0 :(得分:0)

在您的levelComplete例程中,而不是:

    NSLog(@"new level %d", _curLevelIndex);

做:

Level* current = [self curLevel];
NSLog(@"current level no : %d , spw rate : %f",current.levelNumber,current.spawnRate]; 
// *** WAG for the  getters.

和日志断点。如果电流为零,那就明白了。如果没有,检查var并查看该对象中的生成率。

答案 1 :(得分:0)

代码中的

NSLog(@"curLevel spawnRate is %d", [self curLevel].spawnRate);

%d用于double值,而不是float。将其更改为%f。