Question

Je suis en train d'écrire un « état de jeu » test de base singleton dans cocos2d, mais pour une raison quelconque lors du chargement de l'application, initWithCoder est jamais appelé. Toute aide serait très apprécié, merci.

Voici mon singleton 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

... et 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

... Je sauve l'état à la sortie de l'application, comme ceci:


- (void)applicationWillTerminate:(UIApplication *)application {
  [GameState saveState];
  [[CCDirector sharedDirector] end];
}

... et charger l'état lorsque l'application se termine le chargement, comme ceci:


- (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
  ...
  [GameState loadState];
  ...
}

J'ai essayé se déplacer où j'appelle loadState aussi, par exemple, dans ma principale CCScene, mais cela ne semble pas fonctionner non plus.

Merci encore à l'avance.

Était-ce utile?

La solution

Justes! Je pense que je compris. De plus, je trouve une belle macro gain de temps pour démarrer: http: //cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html

Et la macro modifiée J'utilise: http: // GitHub. com / taberrr / Objective-C optimisé-Singleton.git (I like "sharedGameState" sur "sharedInstance")

Espérons que cela aide quelqu'un d'autre d'essayer de faire la même chose ... voici mon travail NSCoder GameState singleton:

GameState.h:


#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

GameState.m:


#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

Enregistrement:


- (void)applicationWillTerminate:(UIApplication *)application {
  ...
  [GameState saveState];
  ...
}

Chargement:


// somewhere in your app, maybe in applicationDidFinishLaunching
GameState *state = [GameState sharedGameState];
NSLog(@"sharedGameState: %@", state);
[GameState loadState];

Si quelqu'un voit des problèmes avec cela, S'IL VOUS PLAÎT parler. :)

Il semble fonctionner très bien, cependant.

Autres conseils

Vous n'avez pas besoin de télécharger la macro modifiée. Le allocWithZone original retourné nul. Il suffit de corriger l'original comme ceci:

à partir de:

+ (id)allocWithZone:(NSZone *)zone \
{ \
    @synchronized(self) \
    { \
        if (shared##classname == nil) \
        { \
            shared##classname = [super allocWithZone:zone]; \
            return shared##classname; \
        } \
    } \
    \
    return nil; \
} \

à:

+ (id)allocWithZone:(NSZone *)zone \
{ \
    @synchronized(self) \
    { \
        if (shared##classname == nil) \
        { \
            shared##classname = [super allocWithZone:zone]; \
        } \
    } \
    \
    return shared##classname; \
} \
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