I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1).
Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead.
Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render.
I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering.
e.g. Method?
+(void)renderLevel:(NSString levelNumber);
e.g. .plist file?
#LEVEL_ONE#
0,0,0,0,0,0,0,0,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,0
0,0,0,0,0,0,0,0,0
#LEVEL_TWO#
1,0,0,0,0,0,0,0,1
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
0,1,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1
0,1,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1
0,1,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1
0,1,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,1
Code that I'm currently using:
int gameLevel[17][9] = {
{ 0,0,0,0,0,0,0,0,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,1,1,1,1,1,1,1,0 },
{ 0,0,0,0,0,0,0,0,0 }
};
for (int row=0; row < 17; row++)
{
for (int col=0; col < 9; col++)
{
thisBrickValue = gameLevel[row][col];
xOffset = 35 * floor(col);
yOffset = 22 * floor(row);
switch (thisBrickValue)
{
case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break;
case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break;
}
brick.position = ccp(xOffset, yOffset);
[self addChild:brick];
}
}