The Data Store
The final feature we must add to our framework is the ability to store and load data, such as the player’s sound preferences and game progression.
On some platforms, we would be required to create a binary file
format to store our data manually using filesystem I/O; however, the
iPhone provides the NSUserDefaults
API,
which allows us to store key-value pairs (similar to the Registry in
Windows) of the following types: NSData
, NSString
, NSNumber
, NSArray
, and NSDictionary
. We have added an interface to
perform these tasks easily in ResourceManager
.
Storing Simple Data
The simplest data we will want to store is a Boolean variable to
indicate whether the user wants game sounds to be on or off. We can
store it as an NSNumber
in the
following manner:
[g_ResManager storeUserData:[NSNumber numberWithBool:TRUE] toFile:@"soundPrefs"];
This will save the NSNumber
value of TRUE
with a key name of
"soundPrefs"
. Then we can exit the
application knowing that value has been saved to disk. To retrieve it
the next time we start up, we’ll use the following code:
BOOL mySoundPref = [[g_ResManager getUserData:@"soundPrefs"] boolValue];
This will load the NSNumber
value associated with the key "soundPrefs"
and convert it to a BOOL
, which will have a value of TRUE
because we stored it on our previous
application run.
You can use this method for any of the data types, leading to more
interesting combinations. For instance, to store a list of high scores,
you could create an NSDictionary
whose ...
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