2020最新斯坦福大学ios-swift教程-第二课

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笔者之前观看的是2017版斯坦福swift教程,今天来更新2020版最新的教程
第二课——讲述使用swiftUI,使用MVVM模式进行构建
下面上代码,代码中有注释,当然也可以留言交流

//
//  ContentView.swift
//  Memorize
//
//  Created by 王@@ on 2021/2/6.
//
//MVVM中的view
import SwiftUI

struct ContentView: View {
    //这里定义viewModel去访问viewModel
    var viewModel: EmojiMemoryGame
    
    var body: some View {
        VStack{
            
         HStack {
            ForEach(viewModel.cards) { card in
                //此处可以对卡牌的选择意图进行反馈
                CardView(card: card).onTapGesture{
                    self.viewModel.choose(card: card)
                }
            }
         }}
            .foregroundColor(.orange)
            .padding()
            .font(.largeTitle)
//          .overlay(Circle().stroke(Color.white, lineWidth: 3))
            .shadow(radius: 5)
    }
}

struct CardView: View {
    var card: MemoryGame<String>.Card
    
    var body: some View {
        ZStack()  {
            if card.isFaceUp{
            RoundedRectangle(cornerRadius:10.00).fill(Color.white)
            RoundedRectangle(cornerRadius: 10.00).stroke(lineWidth: 3)
            Text(card.concent)
            }else{
            RoundedRectangle(cornerRadius:10.00).fill()
            }
        }
    }
}






struct ContentView_Previews: PreviewProvider {
    static var previews: some View {
        ContentView(viewModel: EmojiMemoryGame())
    }
}
 

//
//  MemoryGame.swift
//  Memorize
//
//  Created by 王@@ on 2021/2/13.
//
//MVVM中的model

import Foundation

struct MemoryGame<CardConcent> {
    var cards: Array<Card>
    
    func choose(card: Card){
        print("card chosen: \(card)")
    }
    //接收到卡牌对的传参之后进行一个初始化,并且将回调一个方法型的参数,这个方法型的参数传一个int类型的数字,告诉viewmodel,是哪组卡牌对需要进行初始化,这时viewmodel只需要返回一个CardConcent给model进行初始化即可
    init(numberOfPairsOfCards: Int, cardConteneFactory: (Int) -> CardConcent) {
        //创建一个空的纸牌阵列
        cards = Array<Card>()
        //遍历卡牌对,创建卡牌队列
        for pairIndex in  0..<numberOfPairsOfCards{
            let content = cardConteneFactory(pairIndex)
            cards.append(Card( concent: content, id: pairIndex*2))
            cards.append(Card( concent: content, id: pairIndex*2+1))
 
        }
        
    }
    //Identifiable是可迭代事物协议,添加这个协议swift才可以识别卡牌并且迭代 
    struct Card: Identifiable {
        //三个变量,是否正面朝上、是否被匹配、内容(这里使用MemoryGame的通用类型CardConcent,因为与ui分离,这里可以放入任何想放入的东西)
        var isFaceUp: Bool = true
        var isMatched: Bool = false
        var concent: CardConcent
        var id: Int

    }
}

``


```swift
//
//  EmojiMemoryGame.swift
//  Memorize
//
 //
//MVVM中的view model,实现用户的意图,向view展示model

import SwiftUI

//func creatCardContent(pairIndex: Int) -> String{
//    return "😀"
//}
//(pairIndex: Int) -> String  in "😀" 等价于 pairIndex  in "😀"
class EmojiMemoryGame{
    //model是一个称呼,model确定model- MemoryGame的使用类型,可以通过定义一个自己的cards 去返回已经被private保护的model的cards
    //这里给model一个卡牌对的传参,并且接收model的调用去返回一个卡牌内容cardcontent
    //numberOfPairsOfCards: 2, cardConteneFactory: { pairIndex  in "😀"}) 等价于 (numberOfPairsOfCards: 2){ pairIndex  in "😀"}
    private var model: MemoryGame<String> = EmojiMemoryGame.createMemoryGame()
    
    static func createMemoryGame() -> MemoryGame<String>{
        
        let emojis = ["👻","🎃","🕷"]
        return MemoryGame<String>(numberOfPairsOfCards: emojis.count){ pairIndex  in
            return emojis[pairIndex]
        }
    }
    //MARK: - Access to the model(对model的一些访问)
    
    var cards: Array<MemoryGame<String>.Card>{
        model.cards
    }
    
    //MARK: - Intent(s)一些意图
    
    func choose(card: MemoryGame<String>.Card){
        //请model来选择卡牌
        model.choose(card: card)
    }
    
}

//
//  SceneDelegate.swift
//  Memorize
//
//  Created by 王@@ on 2021/2/6.
//

import UIKit
import SwiftUI

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?


    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
        // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
        // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
        // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).

        // Create the SwiftUI view that provides the window contents.
        let game = EmojiMemoryGame()
        let contentView = ContentView(viewModel: game)

        // Use a UIHostingController as window root view controller.
        if let windowScene = scene as? UIWindowScene {
            let window = UIWindow(windowScene: windowScene)
            window.rootViewController = UIHostingController(rootView: contentView)
            self.window = window
            window.makeKeyAndVisible()
        }
    }

    func sceneDidDisconnect(_ scene: UIScene) {
        // Called as the scene is being released by the system.
        // This occurs shortly after the scene enters the background, or when its session is discarded.
        // Release any resources associated with this scene that can be re-created the next time the scene connects.
        // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
        // Called when the scene has moved from an inactive state to an active state.
        // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
    }

    func sceneWillResignActive(_ scene: UIScene) {
        // Called when the scene will move from an active state to an inactive state.
        // This may occur due to temporary interruptions (ex. an incoming phone call).
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
        // Called as the scene transitions from the background to the foreground.
        // Use this method to undo the changes made on entering the background.
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
        // Called as the scene transitions from the foreground to the background.
        // Use this method to save data, release shared resources, and store enough scene-specific state information
        // to restore the scene back to its current state.
    }


}


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