2013-04-13 78 views
0

在我的游戏管理单独的对象创建:为什么我的变量没有在Cocos2d中设置?

// 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; 

并进一步向下行,我实现方法由层被称为像这样:

- (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NSLogs但我要去疯狂试图找出为什么我的spawnRate没有被改变。在我的游戏的更新方法中,我这样做:

if (timeSinceLastRateBump > 3) { 
     NSLog(@"DIFFICULTY INCREASES NOW>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"); 
     [[GameManager sharedGameManager] levelComplete]; 
     timeSinceLastRateBump = 0; 
    } 

这就是每秒或多或少地调用。现在即时得到这个在我的NSLog:

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到1增加至2但spawnRate保持为0,为什么?

,而不是在你的日常levelComplete
+1

看不到任何改变spawnRate值的代码 – Morion

+0

为spawnRate显示你的Level类(setters,getters) – YvesLeBorg

+0

为每个Level实例创建不同的spawnRate。我创建了6个Level实例,并将它们放入self.levels数组中。当调用levelComplete方法时,curLevelIndex获取++,因此返回[self.levels objectAtIndex:_curLevelIndex];方法 - (Level *)curLevel;应该在新的curLevelIndex处返回Level。 – marciokoko

回答

0

,:

NSLog(@"new level %d", _curLevelIndex); 

做的事:在日志

Level* current = [self curLevel]; 
NSLog(@"current level no : %d , spw rate : %f",current.levelNumber,current.spawnRate]; 
// *** WAG for the getters. 

和断点。如果电流为零,请指出。如果没有,请检查var并查看该对象中的产卵率。

+0

我仍然得到0 spawnRate。目前是不是零,我得到我的水平与我分配spawnRate和一切:( – marciokoko

+0

杜赫...使用%f记录你的产卵率,你记录什么不是你有什么。 – YvesLeBorg

0

中的代码:

NSLog(@"curLevel spawnRate is %d", [self curLevel].spawnRate); 

%d被用于双精度值,而不是一个浮子。将其更改为%f。

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