Card
Card类一个实例就是一张卡牌
属性:contents,chosen,matched。
方法:match(input一组cards,返回分数)
// Card.h
// Matchismo
#import <Foundation/Foundation.h>
@interface Card : NSObject
@property (strong, nonatomic) NSString *contents;
@property (nonatomic, getter=isChosen) BOOL chosen;
//自定义设置getter方法
@property (nonatomic, getter=isMatched) BOOL matched;
- (int)match:(NSArray *)otherCards;
@end
// Card.m
// Matchismo
#import "Card.h"
@implementation Card
-(int)match:(NSArray *)otherCards{
int score = 0;
for (Card *card in otherCards) {
if ([card.contents isEqualToString:self.contents]) {
score = 1;
}
}
return score;
}
@end
Deck
牌堆
属性:None
方法:
addCard,参数:card,atTop
addCard,参数:card
drawRamdomCard,返回一个card类
// Deck.h
// Matchismo
#import <Foundation/Foundation.h>
#import "Card.h"
@interface Deck : NSObject
- (void)addCard:(Card *)card atTop:(BOOL)atTop;
- (void)addCard:(Card *)card;
- (Card *)drawRandomCard;
@end
// Deck.m
// Matchismo
#import "Deck.h"
@interface Deck()
@property (strong, nonatomic) NSMutableArray *cards;
@end
@implementation Deck
//lazy init 到实例化用到cards的时候才初始化出来一堆牌
- (NSMutableArray *)cards{
if(!_cards) _cards = [[NSMutableArray alloc] init];
return _cards;
}
//如果牌堆cards可变数组里面没有牌,则在index 0 的地方插入一张牌,如果已经有牌,add进去即可。
- (void)addCard:(Card *)card atTop:(BOOL)atTop{
if(atTop){
[self.cards insertObject:card atIndex:0];
}else{
[self.cards addObject:card];
}
}
-(void)addCard:(Card *)card{
[self addCard:card atTop:NO];
}
//随机抽取一张牌,抽完之后把他从牌堆中去掉。
- (Card *)drawRandomCard{
Card *randomCard = nil;
if ([self.cards count]) {
unsigned index = arc4random() % [self.cards count];
randomCard =self.cards[index];
[self.cards removeObjectAtIndex:index];
}
return randomCard;
}
@end
PlayingCard
这是继承Card类,游戏中要用到的类。
新添加了花色和大小两个属性
还添加了静态方法validsuit和maxRank方便拿到全部花色和最大的牌。
编程的时候尽量让字符内容与方法分离,这里指花色和大小的字符串使用一个方法设置,程序要用的时候直接调用这个方法。
// PlayingCard.h
// Matchismo
#import "Card.h"
@interface PlayingCard : Card
@property (strong, nonatomic) NSString *suit;
@property (nonatomic) NSUInteger rank;
+ (NSArray *)validSuit;
+ (NSUInteger)maxRank;
@end
// PlayingCard.m
// Matchismo
#import "PlayingCard.h"
@implementation PlayingCard
//重写match方法,如果大小一样得四分,花色一样得一分
- (int)match:(NSArray *)otherCards{
int score = 0;
if([otherCards count] == 1){
PlayingCard *otherCard = [otherCards firstObject];
if (otherCard.rank == self.rank) {
score = 4;
} else if ([otherCard.suit isEqualToString:self.suit] ){
score = 1;
}
}
return score;
}
//返回花色大小
- (NSString *)contents{
NSArray *rankStrings = [PlayingCard rankStrings];
return [[rankStrings[self.rank] stringByAppendingString:@" "]stringByAppendingString:self.suit];
}
@synthesize suit = _suit;
+ (NSArray *)validSuit{
return @[@"♠︎",@"♣︎",@"♥︎",@"♦︎"];
}
- (void)setSuit:(NSString *)suit{
if([[PlayingCard validSuit] containsObject:suit]){
_suit =suit;
}
}
- (NSString *)suit{
return _suit ? _suit: @"?";
}
+ (NSArray *)rankStrings{
return @[@"?",@"A",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"J",@"Q",@"K"];
}
+ (NSUInteger)maxRank{
return [[self rankStrings] count]-1;
}
-(void)setRank:(NSUInteger)rank{
if (rank <= [PlayingCard maxRank]){
_rank = rank;
}
}
@end
PlayingCardDeck
实际游戏中的牌堆
// PlayingCardDeck.h
// Matchismo
#import "Deck.h"
@interface PlayingCardDeck : Deck
@end
// PlayingCardDeck.m
// Matchismo
#import "PlayingCardDeck.h"
#import "PlayingCard.h"
@implementation PlayingCardDeck
//初始化牌,先拿到花色和牌的最大数,然后遍历所有牌色,实例化PlayingCard并放到数组里面。
- (instancetype)init{
self = [super init];
if (self) {
for (NSString *suit in [PlayingCard validSuit]){
for (NSUInteger rank = 1; rank <= [PlayingCard maxRank]; rank++){
PlayingCard *card = [[PlayingCard alloc] init];
card.rank = rank;
card.suit = suit;
[self addCard:card];
}
}
}
return self;
}
@end
CardMatchingGame
玩游戏要用到的各种方法都在这个类里面
// CardMatchingGame.h
// Matchismo
#import <Foundation/Foundation.h>
#import "Deck.h"
#import "Card.h"
@interface CardMatchingGame : NSObject
//自定义的初始化
-(instancetype)initWithCardCount:(NSUInteger)count usingDesk:(Deck *)deck;
-(void)chooseCardAtIndex:(NSUInteger)index;
-(Card *)cardAtIndex:(NSUInteger)index;
@property (nonatomic, readonly) NSInteger score;
@end
// CardMatchingGame.m
// Matchismo
#import "CardMatchingGame.h"
@interface CardMatchingGame()
//score: private的情况下是可读写, public只读
@property (nonatomic, readwrite) NSInteger score;
//用于保存卡片信息
@property (nonatomic, strong) NSMutableArray *cards;
@end
@implementation CardMatchingGame
//lazy instantiation
- (NSMutableArray *)cards{
if (!_cards) _cards = [[NSMutableArray alloc] init];
return _cards;
}
- (instancetype)initWithCardCount:(NSUInteger)count usingDesk:(Deck *)deck{
//自定义的初始化必须call superclass
// super's designated initilizer
self = [super init];
if (self) {
for (int i = 0; i<count; i++) {
Card *card = [deck drawRandomCard];
//添加nil到MutableArray 会使程序崩溃所以
if (card) {
[self.cards addObject:card];
} else {
self = nil;
break;
}
}
}
return self;
}
- (Card *)cardAtIndex:(NSUInteger)index{
//检查index是否超过了界限
return (index<[self.cards count]) ? self.cards[index] :nil;
}
static const int MISMATCH_PENALTY = 2;
static const int MATCH_BOUNS = 4;
static const int COST_TO_CHOOSE = 1;
- (void)chooseCardAtIndex:(NSUInteger)index{
Card *card = [self cardAtIndex:index];
if (!card.isMatched){
if(card.isChosen){
card.chosen = NO;
} else {
//match against other chosen cards.
for (Card *otherCard in self.cards) {
if (otherCard.isChosen && !otherCard.isMatched){
int matchScore = [card match:@[otherCard]];
if (matchScore) {
self.score += matchScore * MATCH_BOUNS;
otherCard.matched = YES;
card.matched = YES;
} else {
self.score -= MISMATCH_PENALTY;
otherCard.chosen = NO;
}
break;
}
}
self.score -=COST_TO_CHOOSE;
card.chosen = YES;
}
}
}
@end
Controller
// ViewController.h
// Matchismo
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end
// ViewController.m
// Matchismo
#import "ViewController.h"
#import "PlayingCardDeck.h"
#import "CardMatchingGame.h"
@interface ViewController ()
@property (strong, nonatomic) CardMatchingGame *game;
@property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
@property (weak, nonatomic) IBOutlet UILabel *scoreLable;
@end
@implementation ViewController
- (CardMatchingGame *)game{
if (!_game) _game = [[CardMatchingGame alloc] initWithCardCount:[self.cardButtons count] usingDesk:[self createDeck]];
return _game;
}
- (Deck *)createDeck{
return [[PlayingCardDeck alloc] init];
}
- (IBAction)touchCardButton:(UIButton *)sender {
NSUInteger choosenButtonIndex = [self.cardButtons indexOfObject:sender];
[self.game chooseCardAtIndex:choosenButtonIndex];
[self updateUI];
}
- (void)updateUI{
for (UIButton *cardButton in self.cardButtons) {
NSUInteger cardButtonIndex = [self.cardButtons indexOfObject:cardButton];
Card *card = [self.game cardAtIndex:cardButtonIndex];
[cardButton setTitle:[self titleForCard:card] forState:UIControlStateNormal];
[cardButton setBackgroundImage:[self backgroundImageForCard:card] forState:UIControlStateNormal];
cardButton.enabled = !card.isMatched;
self.scoreLable.text = [NSString stringWithFormat:@"Score: %ld", (long)self.game.score];
}
}
- (NSString *)titleForCard:(Card *)card{
return card.isChosen ? card.contents : @"";
}
- (UIImage *)backgroundImageForCard:(Card *)card{
return [UIImage imageNamed:card.isChosen ? @"cardfront" : @"cardback"];
}
@end