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iPhone游戏该如何保存

 2010-05-11 16:31:00 来源:WEB开发网   
核心提示:loaded from a coder should behave the same as one created from scratch.How to load an objectOf course we need to load the objects too; here is the code for that
loaded from a coder should behave the same as one created from scratch.

How to load an object

Of course we need to load the objects too; here is the code for that

//Map.m

//init a map from a coder

- (id) initWithCoder: (NSCoder *) coder

{

[self init];

// load the level name

self.currentLevelName = [coder decodeObjectForKey:@"currentLevelName"];

// load the current event number

int eventsRemaining = [[coder decodeObjectForKey:@"eventList.count"] intValue];

// load level based on level name

[self loadLevel: currentLevelName];

//skip events until we get to the current event number

int length = [eventList count];

NSRange deletionRange = NSMakeRange(0, length-eventsRemaining);

[eventList removeObjectsInRange:deletionRange];

//get the list of characters

NSArray *tempCharList = [coder decodeObjectForKey:@"charList"];

//add chars to map, set team counts

for (id newChar in tempCharList)

[self addChar: newChar];

return self;

}

There are some tricks to look at there. I call the default init for the class, then I load a level based on the current level name. This is the same loadLevel method that I use when starting a normal game ? I try to keep the custom code for loaded games to a minimum. After I load the level I remove items from the event stack until it matches the length of the saved stack. I could have saved the event stack instead, but again, I’m trying not to duplicate any data.

I also restore the list of characters, but then I add them one at a time using another method of this object ? that’s because I have some custom code that must be run for every object on the map. Rather than duplicate that code, I call the method the same way it would be called in regular gameplay.

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Tags:iPhone 游戏 如何

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