You could create a singleton class with methods for loading and unloading resources specific to the level you are currently playing. For instance, if you have textures a, b, and c that need to be loaded for level one, and textures x, y, and z for level 2, you could have a method -(void)loadLevelOneTextures;
and a -(void)loadLevelTwoTextures;
as well as a -(void)unloadLevelOneTextures;
and -(void)unloadLevelTwoTextures;
This way, you can tell the singleton to load the textures before you need them, and when you're done you tell it to release them.
//GameTextureLoader.h
//
@import SpriteKit;
@import Foundation;
@interface GameTextureLoader : NSObject
@property (strong, nonatomic)NSMutableArray *levelOneTextures;
@property (strong, nonatomic)NSMutableArray *levelTwoTextures;
+ (GameTextureLoader *)sharedTextures;
- (void)loadLevelOneTextures;
- (void)unloadLevelOneTextures;
- (void)loadLevelTwoTextures;
- (void)unloadLevelTwoTextures;
And the implementation:
//GameTextureLoader.m
//
#import "GameTextureLoader.h"
@implementation GameTextureLoader
+ (GameTextureLoader *)sharedTextures{
static dispatch_once_t onceToken;
static id sharedInstance;
dispatch_once(&onceToken, ^{
sharedInstance = [[self alloc] init];
});
return sharedInstance;
}
- (instancetype)init{
self = [super init];
if (self)
{
self.levelOneTextures = [[NSMutableArray alloc] init];
self.levelTwoTextures = [[NSMutableArray alloc] init];
return self;
}
else{
exit(1);
}
}
- (void)loadLevelOneTextures{
//Order of images will determin order of textures
NSArray *levelOneImageNames = @[@"imageA", @"imageB", @"imageC"];
for (NSString *image in levelOneImageNames){
SKTexture *texture = [SKTexture textureWithImageNamed:image];
[self.levelOneTextures addObject:texture];
}
}
- (void)loadLevelTwoTextures{
//Order of images will determin order of textures
NSArray *levelTwoImageNames = @[@"imageX", @"imageY", @"imageZ"];
for (NSString *image in levelTwoImageNames){
SKTexture *texture = [SKTexture textureWithImageNamed:image];
[self.levelTwoTextures addObject:texture];
}
}
- (void)unloadLevelOneTextures{
[self.levelOneTextures removeAllObjects];
}
- (void)unloadLevelTwoTextures{
[self.levelTwoTextures removeAllObjects];
}
You would do this for each level you have, and then to access the the textures you would do something like this.
(Be sure to first import GameTextureLoader.h)
GameTextureLoader *loader = [GameTextureLoader sharedTextures];
[loader loadLevelOneTextures];
SKSpriteNode *node = [SKSpriteNode spriteNodeWithTexture:loader.levelOneTextures[0]];
[self addChild:node];