I would like to know a bit more about the pro’s and con’s of going with one scene for all levels vs one scene per level.
It looks like there is less work using one scene per level, but from what I’ve read that will most likely cause some issues if we want to have music continue playing between the levels. Are we forced to go the one-scene route if we must have music playing between levels?
How would you go about using one scene only?
Have an array for each object type and enable/disable as needed (assuming it all can fit into memory at the same time)? I’m sure many different paths exist.
After a level is finished we show a blank screen or a loading screen or something while we re-arrange the objects to fit the next level?
Using textfiles to save positional info for objects for each level? (Again, many solutions exist depending on the project).
In our current game we can easily be without music between levels since we expect the level change to take no more than one second on a first generation iPhone. Just have to use an outro and an intro and it’ll work fine. I kind of like the idea of having it split up into multiple scenes since it feels more clean and easier to use. That being said, I’m sure there are a few things I haven’t realized with both solutions, so I thought I’d ask the more experienced people about it before I decided which path to take.