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?
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)
:
NSLog(@"curLevel spawnRate is %d", [self curLevel].spawnRate);
%d用于double值,而不是float。将其更改为%f。