Swift数组附加覆盖其他数组值

时间:2016-03-14 23:42:23

标签: ios arrays swift append

我是Swift的新手,但我并不擅长编码。我以为我会尝试制作一个小游戏。这是我在学习时喜欢做的事情。

这就是我正在做的事情。我首先调用一个初始化我的“对象模板”的方法

internal func initializeObjectTemplates(){
    objectTemplates.append(GameObject(passed_x: 0,
        passed_y: 0,
        passed_max: 25,
        passed_min: 25,
        passed_points: 100,
        passed_img: "BeerGlass1",
        passedLengthOfTimeOnScreen: 5,
        passedBottomChance: 1,
        passedTopChance: 50,
        passedId: 0))
    objectTemplates.append(GameObject(passed_x: 0,
        passed_y: 0,
        passed_max: 25,
        passed_min: 25,
        passed_points: 300,
        passed_img: "BeerGlass2",
        passedLengthOfTimeOnScreen: 2,
        passedBottomChance: 51,
        passedTopChance: 100,
        passedId: 0))

}

我有一个定时器,每秒运行一个名为“update”的func。 “update”函数随机选择两个模板中的一个,向模板对象添加一些其他信息,执行其他逻辑,并将对象附加到我拥有的数组中。追加的所有东西似乎都在起作用。我添加了各种断点,GameObject对象似乎正在填充正确。

当我追加对象时,它会覆盖对象数组中的其他项目。我无法弄清楚。我尽可能地搜索了它,似乎无法找到适合我的问题的任何东西。这是我的其余代码。

这是ViewController和viewDidLoad

的顶部
internal var step = 0
internal var objects = [GameObject]()

@IBOutlet weak var points: UILabel!

internal var objectTemplates = [GameObject]()

override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.

    view.backgroundColor = UIColor.blackColor()

    initializeObjectTemplates()

    let timer = NSTimer(timeInterval: 1, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
    NSRunLoop.currentRunLoop().addTimer(timer, forMode: NSRunLoopCommonModes)
    //var i = 1
    //while i <= 100{
    //    update()
    //    i += 1
    //}
}

更新Func - 注释掉/硬编码的附加有效,但显然不是我想要的

internal func update(){
    step += 1

    //removeExpiredButtons()

    objects.append(populateObjectTemplate(selectObjectTemplate(), step: step))

    //objects.append(GameObject(passed_x: 0,
    //    passed_y: 0,
    //    passed_max: 25,
    //    passed_min: 25,
    //    passed_points: 300,
    //    passed_img: "BeerGlass2",
    //    passedLengthOfTimeOnScreen: 2,
    //    passedBottomChance: 51,
    //    passedTopChance: 100,
    //    passedId: step))

    print("There are \(objects.count) items and the first item has an id of \(objects[0].id)")
}

这些是更新电话的方法

selectObjectTemplate

func selectObjectTemplate() -> GameObject {
    let rand = Random.within(1...100)
    return objectTemplates.filter(){
        let isAbove = $0.bottomChance <= rand
        let isBelow = $0.topChance >= rand

        return isAbove && isBelow
        }[0]
}

populateObjectTemplate

func populateObjectTemplate(obj: GameObject, step: Int) -> GameObject {
    let widthBoundary = Float(self.view.frame.width - 20)
    let heightBoundary = Float(self.view.frame.height - 20)

    let placex = CGFloat(Random.within(20.0...widthBoundary))
    obj.x = placex

    let placey = CGFloat(Random.within(50.0...heightBoundary))
    obj.y = placey

    obj.expiration = obj.lengthOfTimeOnScreen + step
    obj.id = step

    obj.button = populateObjectButton(obj)

    return obj
}

populateObjectButton

func populateObjectButton(obj: GameObject) -> UIButton {
    let button = UIButton(type: UIButtonType.Custom)
    let image = UIImage(named: obj.img)

    button.setBackgroundImage(image, forState: UIControlState.Normal)
    button.frame = CGRectMake(obj.x, obj.y, obj.minSize, obj.minSize)
    button.layer.cornerRadius = 0.5 * button.bounds.size.width
    button.layer.masksToBounds = true
    button.addTarget(self, action: #selector(ViewController.objectTapped(_:)), forControlEvents: .TouchUpInside)
    button.tag = obj.id

    self.view.addSubview(button)

    return button
}

很抱歉这么冗长的帖子。我只是希望尽可能多地包含信息。我通常不会发布到这样的地方,因为我尽可能努力地找到解决方案。 swift文件也在Git上。

https://github.com/JoeBrewing/TapGlassMasterChallenge/blob/master/Glass%20Tap%20Master%20Challenge/ViewController.swift

1 个答案:

答案 0 :(得分:0)

您的objectTemplates数组存储对GameObject中创建的两个initializeObjectTemplates实例的引用。当你的计时器启动时,你可以选择其中一个&#39;模板&#39;对象,修改它并将其添加到数组中。但是,该数组仅存储对您添加到其中的对象的引用,并且您只有两个对象,即使您将这些对象多次添加到该数组中。

当您调用populateObjectTemplate时,您修改了两个对象模板中的一个,这意味着数组中引用该特定模板的所有其他条目都将反映这些修改。您需要populateObjectTemplate使用模板中的信息返回新的GameObject;

func populateObjectTemplate(obj: GameObject, step: Int) -> GameObject {

    let newGameObject=GameObject(passed_x: 0,
    passed_y: obj.passed_y,
    passed_max: obj.passed_max,
    passed_min: obj.passed_min,
    passed_points: obj.passed_points,
    passed_img: obj.passed_img,
    passedLengthOfTimeOnScreen: obj.passedLengthOfTimeOnScreen,
    passedBottomChance: obj.passedBottomChance,
    passedTopChance: obj.passedTopChance,
    passedId: obj.passedId)

    let widthBoundary = Float(self.view.frame.width - 20)
    let heightBoundary = Float(self.view.frame.height - 20)

    let placex = CGFloat(Random.within(20.0...widthBoundary))
    newGameObject.x = placex

    let placey = CGFloat(Random.within(50.0...heightBoundary))
    newGameObject.y = placey

    newGameObject.expiration = obj.lengthOfTimeOnScreen + step
    newGameObject.id = step

    newGameObject.button = populateObjectButton(obj)

    return newGameObject
}