vb.net print barcode labels Saving and Restoring the Game in Objective-C

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Listing 1-9. Saving and Restoring the Game
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- (void)saveGame { NSUserDefaults
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*prefs = nil;
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prefs = [NSUserDefaults standardUserDefaults]; if (mState == GAME_RUNNING) { // save the data representing the game to the preferences [prefs setObject:[NSNumber numberWithBool:YES] forKey:@"saved"]; [prefs setObject:[NSData dataWithBytes:mCircle length:sizeof(mCircle)] forKey:@"circle"]; [prefs setObject:[NSNumber numberWithInt:mLives] forKey:@"lives"]; [prefs setObject:[NSNumber numberWithInt:mPoints] forKey:@"points"]; } else // save the 'no game data' indication to the preferences [prefs setObject:[NSNumber numberWithBool:NO] forKey:@"saved"]; } - (void)restoreGame { NSUserDefaults
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*prefs = nil;
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prefs = [NSUserDefaults standardUserDefaults]; // get the data from the preferences [[prefs dataForKey:@"circle"] getBytes:mCircle length:sizeof(mCircle)];
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CHAPTER 1: Designing a Simple, Frenzic-Style Puzzle Game
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mTime = 0; mLives = [prefs integerForKey:@"lives"]; mPoints = [prefs integerForKey:@"points"]; mState = GAME_RUNNING; // fill the outer circles for (int i = 0; i < GAME_CIRCLES; i++) [self performSelector:@selector(zoomInCircle:) withObject: [NSNumber numberWithInteger:i] afterDelay:((float)i*0.2)]; // new inner circle [self performSelector:@selector(newCenterPiece) withObject:nil afterDelay:1.4]; // let the game begin [self performSelector:@selector(startTimer) withObject:nil afterDelay:1.6]; [mController updateLives:mLives]; [mController updateScore:mPoints]; }
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Using standard Cocoa Touch to create a game like Formic for the iPhone is quite unusual. Usually, for graphics-intense applications, you should look into other ways to do your coding, like OpenGL ES. If you are writing a puzzle game with a few effects and animations running at once, using Cocoa Touch is perfectly fine and will help you get things done quickly and with less effort. Keep in mind, though, that Cocoa was not built for games. Before you start using Core Animation with UIViews and NSTimers, make sure that your final game will not suffer from that decision. Write a prototype and simulate cases that you think will put the most stress on your game. Don t forget to include sound in your tests; sound effects might be just the last piece that will make your game stutter. Separate game logic and graphics from each other. The game classes in Frenzic for the Mac and iPhone are basically the same, but the graphics and visuals the whole user interface is totally different. This will also help you when you start to tweak the game to make it more fun, since all the code you need to change will be in one place. And finally, pay attention to the iPhone-specific needs of your application. Be especially careful about memory warnings. On my device, I have never seen a single one, but as soon as Frenzic got in the hands of beta testers, warnings started to show up. When you ignore them, the device will shut down your application, and this will look like a crash to your users.
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Mike Ash
Company: Rogue Amoeba Software, LLC Location: Alexandria, VA, USA
Former life as a developer: Started out in BASIC on a Commodore 64, and graduated to AppleSoft BASIC on an Apple IIGS and then Pascal. Moved up to a Mac, and did Think Pascal there, then C and C++ with CodeWarrior. Got started with Objective-C in 2000 on Linux, partly to get ready for Mac OS X and Cocoa. These days, mainly does Objective-C in Xcode, writing Mac applications, with some Python on the side for scripting and server-side code. Current specialties are audio, multithreading, networking, and performance optimization. Life as an iPhone developer: The NetAwake application, in the utility category, is currently in the App Store. Also near shipping Nanogolf, a game. What s in this chapter: This chapter covers networking with UDP. Key technologies POSIX sockets UDP networking Bonjour
Mike Ash s Deep Dive Into Peer-toPeer Networking
he iPhone is a remarkable device; it squeezes the power of a serious desktop machine from only a decade ago into a machine that s smaller than a deck of cards. The great enthusiasm for it by users and developers alike shows just how useful such a thing can be. And despite the powerful hardware, the functional design, and the carefully crafted software, it would be nearly pointless to own the only iPhone in the world. Networking is what truly makes the iPhone compelling. Not just having this palm-sized computer but being able to use it to interact with other palmtop computers across the room and across the globe. Networking has always been an acronym soup. Today s soup is made up of buzzwords like REST, XML, HTTP, JSON, and AJAX. These are great technologies, and they allow wonderful new applications to be built, applications that we all use on a daily basis. However, sometimes it s useful to go back to the old days of pushing raw bytes through a pipe, whether it s for better performance, simplicity, or simply for the challenge of doing something a little different. Long before these modern technologies existed, the acronym soup was made up of technologies like IP, TCP, and UDP and words like Ethernet and sockets. These provided the low-level infrastructure that all of the modern stuff is built on. That fancy RESTful API that your application talks to is, way down at the bottom of things, using TCP and Ethernet to get the job done. It s always
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