斯坦福-swift-第四课详细代码

6 篇文章 0 订阅

最近笔者在看斯坦福的ios课程,使用xcode+swift的配置
前三课入口:
https://blog.csdn.net/qq_36711094/article/details/113428347
第四课:主要讲述set、get方法,断言assert,讲述private\private(set)等关键词的概念,并描述了eume的概念
下面上代码

//
//  Concentration.swift
//  stanford_test_one
//
//  Created by 王** on 2021/1/27.
//

import Foundation

class Concentration
{
    private(set) var cards = [Card]()
    private var indexOfOneAndOnlyFaceUpCard : Int?{
        //第四课使用get、set方法
        //定义get、set方法,获取index
        get{
        //初始化,如果只有一张卡被翻到正面,即isFaceUP == true,那就让唯一一张正面朝上的标识indexOfOneAndOnlyFaceUpCard 等于这个卡的index,否则就将indexOfOneAndOnlyFaceUpCard 置为nil
            var foundIndex :Int?
            for index in cards.indices{
                if cards[index].isFaceUP{
                    if foundIndex == nil{
                        foundIndex = index
                    }else{
                        return nil
                    }
                }
            }
            return foundIngex
        }
        set{
            for index in cards.indices{
            //赋值操作index == newValue总是flase的,即将所有正面朝上的翻转过去
                cards[index].isFaceUP = (index == newValue)
            }
        }
    }
    
    func chooseCard (at index: Int){
        assert(cards.indices.contains(index),"Concentration.chooseCard (at: \(index)) : choosen index not in the cards ")
        if !cards[index].isMatched{
            if let matchIndex = indexOfOneAndOnlyFaceUpCard,matchIndex != index{
                if cards[matchIndex].identifier == cards[index].identifier{
                    cards[matchIndex].isMatched = true
                    cards[index].isMatched = true
                }
                cards[index].isFaceUP = true
                //学到第四课,这里不需要再进行indexOfOneAndOnlyFaceUpCard 的初始化,虽然我们进行两张卡片匹配的操作是需要对indexOfOneAndOnlyFaceUpCard 进行初始化的,原因就是由于我们使用了get进行获取,并初始化indexOfOneAndOnlyFaceUpCard 
                //indexOfOneAndOnlyFaceUpCard = nil
            }
            else{
//这里也不在需要进行全部翻转为反面的操作,在indexOfOneAndOnlyFaceUpCard = index时即调用了set方法,set方法中进行了翻转操作,这里只需要进行indexOfOneAndOnlyFaceUpCard 唯一向上标识的确定 即将index复制给indexOfOneAndOnlyFaceUpCard 
//                for filpDownIndex in cards.indices{
//
//                    cards[filpDownIndex].isFaceUP = false
//                }
//                cards[index].isFaceUP = true
                indexOfOneAndOnlyFaceUpCard = index

            }
        }
        //翻牌测试
//        if cards[index].isFaceUP {
//            cards[index].isFaceUP = false
//        }else{
//            cards[index].isFaceUP = true
//        }
//
    }
    init(numberOfPairsOfCards:Int) {
        assert(numberOfPairsOfCards > 0,"Concentration.init (at: \(numberOfPairsOfCards)) : you must have an least one pairs of cards  ")
        for _ in 1...numberOfPairsOfCards{
            //card是个结构体
            let card = Card()
            //将结构体赋值,即复制给matchingCard
            //let matchingCard = card
//            cards.append(card)
//            cards.append(card)
            //或者
            cards += [card, card]
        }
    }
}

//
//  Card.swift
//  stanford_test_one
//
//  Created by 王** on 2021/1/27.
//

import Foundation
struct Card
{
    var isFaceUP = false
    var isMatched = false
    var identifier :Int
    private static var indentifierFactory = 0
    private static func getUniqueIndentifier()-> Int{
        indentifierFactory += 1
        return indentifierFactory
    }
    
    init() {
        self.identifier = Card.getUniqueIndentifier()
    }
}

//
//  ViewController.swift
//  stanford_test_one
//
//  Created by 王** on 2021/1/26.
//

import UIKit

class ViewController: UIViewController
{
    //第四课讲述成员变量使用权限
    private lazy var game = Concentration(numberOfPairsOfCards: numberOfPairsOfCards)
    //第四课使用get、set方法传值s
    var numberOfPairsOfCards:Int{
        return (cardButtons.count + 1)  / 2
    }
    private(set) var filpCount = 0
    {
        didSet{
            flipCountLable.text = "Flip: \(filpCount)"

        }
    }
    @IBOutlet private weak var flipCountLable: UILabel!
    
    @IBOutlet private var cardButtons: [UIButton]!
    
    
    @IBAction private func touchCard(_ sender: UIButton) {
        filpCount += 1
        if let cardNumber = cardButtons.firstIndex(of: sender) {
            //print("cardNumber = \(cardNumber)")
            //翻转操作
            game.chooseCard(at: cardNumber)
            //从模型更新视图
            updateViewFromMoudel()
        }else{
            print("choose cardNumber")

        }
    }
    
    private func updateViewFromMoudel(){
    //在cardButtons卡牌按钮中轮询
        for index in cardButtons.indices{
        //定义常量button 是被选择的卡牌按钮,定义常量card 是卡牌组中被选择的卡牌
            let button = cardButtons[index]
            let card = game.cards[index]
            //如果卡卡牌正面朝上,那就设置为正面朝上的样子,调用setTitle修改卡牌的展示,这里使用emoji方法进行设置
            if card.isFaceUP{
                button.setTitle(emoji(for: card), for: UIControl.State.normal)
                button.backgroundColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
            }else{
            //如果卡片被面朝上那就将展示清空,并将颜色设置为orange
                button.setTitle("", for: UIControl.State.normal)
                button.backgroundColor = card.isMatched ?  #colorLiteral(red: 1, green: 0.5763723254, blue: 0, alpha: 0) : #colorLiteral(red: 1, green: 0.5763723254, blue: 0, alpha: 1)
            }
        }
    }
    private var emojiChoise = ["👻","🦇","🙀","🎃","🍬", "🍭","🍎","😈","😱"]

    //var emoji = Dictionary<Int,String>()
    //定义emoji 是一个String字符型数组
    private var emoji = [Int:String]()
    private func emoji(for card: Card)-> String{
//        if  emoji[card.identifier] != nil{
//            return emoji[card.identifier]!
//        }else{
//            return "?"
//        }
        //等价
        //如果card的标识为nil并且emojiChoise中不为空,那就将emojiChoise通过arc4random随机出来的字符复制给emoji[card.identifier]
        if  emoji[card.identifier] == nil, emojiChoise.count > 0{
            emoji[card.identifier] = emojiChoise.remove(at: emojiChoise.count.arc4random)
        }
        //返回emoji[card.identifier]给卡牌去展示
        return emoji[card.identifier] ?? "?"
    }
    
    
}
//第四课讲述使用拓展的方法
extension Int{
    var arc4random :Int{
        if self > 0{
            return Int(arc4random_uniform(UInt32(self)))

        }else if self < 0{
            return -Int(arc4random_uniform(UInt32(self)))

        }else{
            return 0
        }
    }
}

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值