EDIT: I am using ARC
In my code (based on the ShootEmUp example in this book, which I highly reccomend, source code in chapter 8 available here) I often use the trick of accessing the GameScene via:
+(GameScene*) sharedGameScene;
which returns a reference to the static instance of GameScene and is used by all children of GameScene (e.g. ShipEntity, InputLayer.. etc..) to dialog with GameScene (EDIT: aka singleton instance of GameScene).
To create multiple levels I thought of implementing a method calledsceneWithId:(int) method where I load different level data each time.
EDIT: Code snippet of init method:
-(id) initWithId:(int)sceneId
{
CCLOG(@"scene With id");
if ((self = [super init]))
{
//All common initialization happens here..
switch (sceneId) {
case 1:
[self loadFirstLevelData];
break;
case 2:
[self loadSecondLevelData];
break;
default:
[self loadSecondLevelData];
break;
}
//Other common stuff..
[self setUpCounters];
[self setUpWeaponsMenu];
[self scheduleUpdate];
[self schedule:@selector(timerUpdate:) interval:1];
InputLayerButtons* inputLayer = [InputLayerButtons node];
[self addChild:inputLayer z:1 tag:GameSceneLayerTagInput];
}
EDIT: Is that init method ok? I have found this post which uses dispatch_once. Should I do the same?
Or should I pheraps create a GameScene class and then sublcass it?
E.g. FirstGameScene : GameScene
EDIT: I have followed the advice of @LearnCocos2D and used the cleanup method, and I used it to stop a singleton object music layer to play (the MusicLayer object is initialized in AppDelegate and I meant to use it to "manage" the music across all scenes - the problem was that without stopping it in dealloc it would have kept playing the music that was loaded at init time).
-(void) loadFirstLevelData{
//HERE WILL LOAD ALL SPECIFIC ELEMENTS: ENEMIES, BONUSES etc..
//AS WELL AS THE MUSIC FOR THE LEVEL
[[MusicLayer sharedMusicLayer] _loadMusic:@"1.mp3"];
[[MusicLayer sharedMusicLayer] playBackgroundMusicFile: @"1.mp3"];
}
-(void) cleanup
{
//Should I remove all child loaded in LoadLevelData??
CCLOG(@"cleanup GameScene");
[[MusicLayer sharedMusicLayer] stopAllMusic];
//MusicLayer is not a child of GameScene but of AppDelegate - the idea is to keep loading and unloading music files - sometimes I need to keep playing the file between scenes and hence I used the singleton pattern for this as well..
[super cleanup];
}
But I still have some doubts:
Is it ok to have several loadLevelData methods in GameScene class? Each method can be 200 lines long! I tried to sublcass GameScene but is a bit messy. I explain better. I imported "GameScene.h" in the header file of the subclass and by doing so I expected that if I had ovverriden only certain methods (e.g. init) I would have been able to see the various classes imported in GameScene (e.g. InputLayerButtons). It is not the case. So I probably don't understand how imports work in Objective-C
Is it ok to remove specifc children in the cleanup method? I thought that I would remove all child that are added in the LoadLevelXXXData method to reduce the memory usage.
I have set a bounty for this question but I will probably need to test the answer and re-edit as I don't have a clear enough understanding of the subject to be super precise in the question. Hope is ok.
PS: Would be great if someone would feel like sharing a UML style diagram of a Cocos2D Shooter Game where with various levels and GameScene using singleton pattern :).