游戏状态singleton cocos2d,initWithEncoder总是返回null [英] game state singleton cocos2d, initWithEncoder always returns null
问题描述
这是我的单身游戏GameState.h:
#importcocos2d.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:
#importGameState.h
#importConstants.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];
}
//此时sharedState为null,saveFileExists为1
if(sharedState == nil){
//这总是发生
CCLOG 无法加载游戏状态,所以用默认值初始化);
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,@单例的实例);
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
...我正在保存状态app exit,like that:
- (void)applicationWillTerminate:(UIApplication *)application {
[GameState saveState];
[[CCDirector sharedDirector] end];
}
...并加载应用程序加载完成后的状态,如下所示:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
...
[GameState loadState];
...
}
loadstate也是,例如在我的主CCScene,但是似乎也不工作。
再次感谢。
义人!我想我想出来了。加上我找到一个很好的省时的宏来启动: http: //cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html
和我使用的修改宏:< a href =http://github.com/taberrr/Objective-C-Optimized-Singleton.git =nofollow noreferrer> http://github.com/taberrr/Objective-C-Optimized-Singleton.git (我喜欢sharedGameState超过sharedInstance)
希望这将帮助别人试图做同样的事情...这里是我的工作NSCoder GameState singleton:
GameState.h:
#importSynthesizeSingleton.h
#importcocos2d.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:
#importSynthesizeSingleton.h
#importGameState.h
#importConstants.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]){
//如果loadState在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){
//不需要将结果设置为任何东西,因为我们只是得到initwithCoder被调用。
//如果你尝试覆盖sharedGameState,会抛出一个断言。
[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协议方法
- (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
/ strong>
- (void)applicationWillTerminate:(UIApplication *)application {
...
[GameState saveState];
...
}
//在你的应用程序中的某处,也许是在applicationDidFinishLaunching
GameState * state = [GameState sharedGameState] ;
NSLog(@sharedGameState:%@,state);
[GameState loadState];
如果有人发现任何问题,请PLEASE说。 :)
这似乎工作正常。
I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks.
Here's my 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
... and 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
... I'm saving the state on app exit, like this:
- (void)applicationWillTerminate:(UIApplication *)application {
[GameState saveState];
[[CCDirector sharedDirector] end];
}
... and loading the state when the app finishes loading, like this:
- (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
...
[GameState loadState];
...
}
I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either.
Thanks again in advance.
Righteous! I think I figured it out. Plus I found a nice time-saving macro to boot: http://cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html
And the modified macro I'm using: http://github.com/taberrr/Objective-C-Optimized-Singleton.git (I like "sharedGameState" over "sharedInstance")
Hopefully this will help someone else trying to do the same thing... here's my working 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
Saving:
- (void)applicationWillTerminate:(UIApplication *)application {
...
[GameState saveState];
...
}
Loading:
// somewhere in your app, maybe in applicationDidFinishLaunching
GameState *state = [GameState sharedGameState];
NSLog(@"sharedGameState: %@", state);
[GameState loadState];
If someone sees any issues with this, PLEASE speak up. :)
It appears to work fine, though.
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