.net barcode generator suite Working with Multiple Scenes in Objective-C

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Working with Multiple Scenes
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The DoodleDrop game had only one scene and one layer. More complex games will surely need several scenes and multiple layers. How and when to use them will become second nature for you. Let s see what s involved.
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Adding More Scenes
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The basics still apply. In Listings 4-1 and 4-2 in the previous chapter, I outlined the basic code needed to create a scene. Adding more scenes is a matter of adding more classes built on that same basic code. It s when you re transitioning between scenes that things get a little more interesting. There s a set of three methods in CCNode that get called for every node when you re replacing a scene via the CCDirector replaceScene method. The onEnter and onExit methods get called at certain times during a scene change, depending on whether a CCTransitionScene is used. You must always call the super implementation of these methods, to avoid input problems and memory leaks. Take a
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CHAPTER 5: Game Building Blocks
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look at Listing 5 1, and take note that all of these methods call the super implementation.
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Listing 5 1. The onEnter and onExit Methods -(void) onEnter { // Called right after a node s init method is called. // If using a CCTransitionScene: called when the transition begins. [super onEnter]; } -(void) onEnterTransitionDidFinish { // Called right after onEnter. // If using a CCTransitionScene: called when the transition has ended. [super onEnterTransitionDidFinish]; } -(void) onExit { // Called right before node s dealloc method is called. // If using a CCTransitionScene: called when the transition has ended. [super onExit]; }
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NOTE: If you don t make the call to the super implementation in the onEnter methods, your new scene may not react to touch or accelerometer input. If you don t call super in onExit, the current scene may not be released from memory. Since it s easy to forget this, and the resulting behavior doesn t lead you to realize that it may be related to these methods, it s important to stress this point. You can see this behavior in the ScenesAndLayer01 project. These methods are useful whenever you need to do something in any node right before a scene is changed, or right after. The difference from simply writing the same code in a node s init or dealloc method is that the scene is already fully set up during onEnter, and it still contains all nodes during onExit. This can be important. For example, if you perform a transition to change scenes, you may want to pause certain animations or hide user interface elements until the transition finishes. Here s the sequence in which these methods get called, based on the logging information from the ScenesAndLayers02 project. 1. 2. 3. 4. scene: OtherScene init: <OtherScene = 066B2130 | Tag = -1> onEnter: <OtherScene = 066B2130 | Tag = -1> // Transition is running here
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CHAPTER 5: Game Building Blocks
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5. 6. 7.
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onExit: <FirstScene = 0668DF40 | Tag = -1> onEnterTransitionDidFinish: <OtherScene = 066B2130 | Tag = -1> dealloc: <FirstScene = 0668DF40 | Tag = -1>
At first, OtherScene s +(id) scene method is called to initialize the CCScene and the CCLayer it contains. The OtherScene CCLayer s init method is then called, directly followed by the onEnter method in line 3. In line 4, the transition is sliding the new scene in, and when it s done the FirstScene onExit method gets called, followed by onEnterTransitionDidFinish in OtherScene. Note that the FirstScene dealloc method is called last. This means that during onEnterTransitionDidFinish, the previous scene is still in memory. If you want to allocate memory-intensive nodes at this point, you ll have to schedule a selector to wait at least one frame before doing the memory allocations, to be certain that the previous scene s memory is released. Another strategy would be to release as much memory as possible in the previous scene s onExit method.
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