我正在尝试在cocos2d中编写基本测试“游戏状态”单例,但由于某些原因加载应用程序时,从不调用initWithCoder。非常感谢任何帮助,谢谢。
这是我的单身GameState.h:
#import "cocos2d.h"
@interface GameState : NSObject <NSCoding>
{
NSInteger level, score;
Boolean seenInstructions;
}
@property (readwrite) NSInteger level;
@property (readwrite) NSInteger score;
@property (readwrite) Boolean seenInstructions;
+(GameState *) sharedState;
+(void) loadState;
+(void) saveState;
@end
...和GameState.m:
#import "GameState.h"
#import "Constants.h"
@implementation GameState
static GameState *sharedState = nil;
@synthesize level, score, seenInstructions;
-(void)dealloc {
[super dealloc];
}
-(id)init {
if(!(self = [super init]))
return nil;
level = 1;
score = 0;
seenInstructions = NO;
return self;
}
+(void)loadState {
@synchronized([GameState class]) {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName];
Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile];
if(!sharedState) {
sharedState = [GameState sharedState];
}
if(saveFileExists == YES) {
[sharedState release];
sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain];
}
// at this point, sharedState is null, saveFileExists is 1
if(sharedState == nil) {
// this always occurs
CCLOG(@"Couldn't load game state, so initialized with defaults");
sharedState = [self sharedState];
}
}
}
+(void)saveState {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName];
[NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile];
}
+(GameState *)sharedState {
@synchronized([GameState class]) {
if(!sharedState) {
[[GameState alloc] init];
}
return sharedState;
}
return nil;
}
+(id)alloc {
@synchronized([GameState class]) {
NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton.");
sharedState = [super alloc];
return sharedState;
}
return nil;
}
+(id)allocWithZone:(NSZone *)zone
{
@synchronized([GameState class]) {
if(!sharedState) {
sharedState = [super allocWithZone:zone];
return sharedState;
}
}
return nil;
}
...
-(void)encodeWithCoder:(NSCoder *)coder {
[coder encodeInt:level forKey:@"level"];
[coder encodeInt:score forKey:@"score"];
[coder encodeBool:seenInstructions forKey:@"seenInstructions"];
}
-(id)initWithCoder:(NSCoder *)coder {
CCLOG(@"initWithCoder called");
self = [super init];
if(self != nil) {
CCLOG(@"initWithCoder self exists");
level = [coder decodeIntForKey:@"level"];
score = [coder decodeIntForKey:@"score"];
seenInstructions = [coder decodeBoolForKey:@"seenInstructions"];
}
return self;
}
@end
...我正在app退出中保存状态,如下所示:
- (void)applicationWillTerminate:(UIApplication *)application {
[GameState saveState];
[[CCDirector sharedDirector] end];
}
...并在应用程序完成加载时加载状态,如下所示:
- (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
...
[GameState loadState];
...
}
我已经尝试过在我调用loadState的地方移动,例如在我的主要CCScene中,但这似乎也没有用。
提前再次感谢。
答案 0 :(得分:5)
正义!我想我明白了。另外,我找到了一个很好的节省时间的宏来启动:http://cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html
我正在使用的修改后的宏:http://github.com/taberrr/Objective-C-Optimized-Singleton.git(我喜欢“sharedInstance”上的“sharedGameState”)
希望这会帮助其他人尝试做同样的事情......这是我工作的NSCoder GameState单身人士:
<强> GameState.h:强>
#import "SynthesizeSingleton.h"
#import "cocos2d.h"
@interface GameState : NSObject <NSCoding>
{
NSInteger level, score;
Boolean seenInstructions;
}
@property (readwrite) NSInteger level;
@property (readwrite) NSInteger score;
@property (readwrite) Boolean seenInstructions;
SYNTHESIZE_SINGLETON_FOR_CLASS_HEADER(GameState);
+(void)loadState;
+(void)saveState;
@end
<强> GameState.m:强>
#import "SynthesizeSingleton.h"
#import "GameState.h"
#import "Constants.h"
@implementation GameState
@synthesize level, score, seenInstructions;
SYNTHESIZE_SINGLETON_FOR_CLASS(GameState);
- (id)init {
if((self = [super init])) {
self.level = 1;
self.score = 0;
self.seenInstructions = NO;
}
return self;
}
+(void)loadState
{
@synchronized([GameState class]) {
// just in case loadState is called before GameState inits
if(!sharedGameState)
[GameState sharedGameState];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *file = [documentsDirectory stringByAppendingPathComponent:kSaveFileName];
Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:file];
if(saveFileExists) {
// don't need to set the result to anything here since we're just getting initwithCoder to be called.
// if you try to overwrite sharedGameState here, an assert will be thrown.
[NSKeyedUnarchiver unarchiveObjectWithFile:file];
}
}
}
+(void)saveState
{
@synchronized([GameState class]) {
GameState *state = [GameState sharedGameState];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName];
[NSKeyedArchiver archiveRootObject:state toFile:saveFile];
}
}
#pragma mark -
#pragma mark NSCoding Protocol Methods
-(void)encodeWithCoder:(NSCoder *)coder
{
[coder encodeInt:self.level forKey:@"level"];
[coder encodeInt:self.score forKey:@"score"];
[coder encodeBool:self.seenInstructions forKey:@"seenInstructions"];
}
-(id)initWithCoder:(NSCoder *)coder
{
self = [super init];
if(self != nil) {
self.level = [coder decodeIntForKey:@"level"];
self.score = [coder decodeIntForKey:@"score"];
self.seenInstructions = [coder decodeBoolForKey:@"seenInstructions"];
}
return self;
}
@end
<强>存储强>
- (void)applicationWillTerminate:(UIApplication *)application {
...
[GameState saveState];
...
}
<强>装载强>
// somewhere in your app, maybe in applicationDidFinishLaunching
GameState *state = [GameState sharedGameState];
NSLog(@"sharedGameState: %@", state);
[GameState loadState];
如果有人发现此问题,请发言。 :)
但它似乎工作正常。
答案 1 :(得分:0)
您无需下载修改后的宏。原始的allocWithZone返回nil。只需纠正原来的一个:
从:
+ (id)allocWithZone:(NSZone *)zone \
{ \
@synchronized(self) \
{ \
if (shared##classname == nil) \
{ \
shared##classname = [super allocWithZone:zone]; \
return shared##classname; \
} \
} \
\
return nil; \
} \
为:
+ (id)allocWithZone:(NSZone *)zone \
{ \
@synchronized(self) \
{ \
if (shared##classname == nil) \
{ \
shared##classname = [super allocWithZone:zone]; \
} \
} \
\
return shared##classname; \
} \