我想为iOS制作游戏“SET”。
现在我要做的第一件事就是将前12张卡放在屏幕上。
处理卡片的位置老师给了我们这个网格。
(async() => {
console.log(`1`);
await (() => {
return new Promise( resolve => {
setTimeout(() => {
console.log(2);
resolve()
}, 1000);
});
})();
console.log(`3`);
})();
现在我在我的ClassBoardView中使用了这样的网格:
//
// Grid.swift
//
// Created by CS193p Instructor.
// Copyright © 2017 Stanford University. All rights reserved.
//
// Arranges the space in a rectangle into a grid of cells.
// All cells will be exactly the same size.
// If the grid does not fill the provided frame edge-to-edge
// then it will center the grid of cells in the provided frame.
// If you want spacing between cells in the grid, simply inset each cell's frame.
//
// How it lays the cells out is determined by the layout property:
// Layout can be done by (a) fixing the cell size
// (Grid will create as many rows and columns as will fit)
// Or (b) fixing the number of rows and columns
// (Grid will make the cells as large as possible)
// Or (c) ensuring a certain aspect ratio (width vs. height) for each cell
// (Grid will make cellCount cells fit, making the cells as large as possible)
// (you must set the cellCount var for the aspectRatio layout to know what to do)
//
// The bounding rectangle of a cell in the grid is obtained by subscript (e.g. grid[11] or grid[1,5]).
// The dimensions tuple will contain the number of (calculated or specified) rows and columns.
// Setting aspectRatio, dimensions or cellSize, may change the layout.
//
// To use, simply employ the initializer to choose a layout strategy and set the frame.
// After creating a Grid, you can change the frame or layout strategy at any time
// (all other properties will immediately update).
import UIKit
struct Grid
{
enum Layout {
case fixedCellSize(CGSize)
case dimensions(rowCount: Int, columnCount: Int)
case aspectRatio(CGFloat)
}
var layout: Layout { didSet { recalculate() } }
var frame: CGRect { didSet { recalculate() } }
init(layout: Layout, frame: CGRect = CGRect.zero) {
self.frame = frame
self.layout = layout
recalculate()
}
subscript(row: Int, column: Int) -> CGRect? {
return self[row * dimensions.columnCount + column]
}
subscript(index: Int) -> CGRect? {
return index < cellFrames.count ? cellFrames[index] : nil
}
var cellCount: Int {
get {
switch layout {
case .aspectRatio: return cellCountForAspectRatioLayout
case .fixedCellSize, .dimensions: return calculatedDimensions.rowCount * calculatedDimensions.columnCount
}
}
set { cellCountForAspectRatioLayout = newValue }
}
var cellSize: CGSize {
get { return cellFrames.first?.size ?? CGSize.zero }
set { layout = .fixedCellSize(newValue) }
}
var dimensions: (rowCount: Int, columnCount: Int) {
get { return calculatedDimensions }
set { layout = .dimensions(rowCount: newValue.rowCount, columnCount: newValue.columnCount) }
}
var aspectRatio: CGFloat {
get {
switch layout {
case .aspectRatio(let aspectRatio):
return aspectRatio
case .fixedCellSize(let size):
return size.height > 0 ? size.width / size.height : 0.0
case .dimensions(let rowCount, let columnCount):
if rowCount > 0 && columnCount > 0 && frame.size.width > 0 {
return (frame.size.width / CGFloat(columnCount)) / (frame.size.width / CGFloat(rowCount))
} else {
return 0.0
}
}
}
set { layout = .aspectRatio(newValue) }
}
private var cellFrames = [CGRect]()
private var cellCountForAspectRatioLayout = 0 { didSet { recalculate() } }
private var calculatedDimensions: (rowCount: Int, columnCount: Int) = (0, 0)
private mutating func recalculate() {
switch layout {
case .fixedCellSize(let cellSize):
if cellSize.width > 0 && cellSize.height > 0 {
calculatedDimensions.rowCount = Int(frame.size.height / cellSize.height)
calculatedDimensions.columnCount = Int(frame.size.width / cellSize.width)
updateCellFrames(to: cellSize)
} else {
assert(false, "Grid: for fixedCellSize layout, cellSize height and width must be positive numbers")
calculatedDimensions = (0, 0)
cellFrames.removeAll()
}
case .dimensions(let rowCount, let columnCount):
if columnCount > 0 && rowCount > 0 {
calculatedDimensions.rowCount = rowCount
calculatedDimensions.columnCount = columnCount
let cellSize = CGSize(width: frame.size.width/CGFloat(columnCount), height: frame.size.height/CGFloat(rowCount))
updateCellFrames(to: cellSize)
} else {
assert(false, "Grid: for dimensions layout, rowCount and columnCount must be positive numbers")
calculatedDimensions = (0, 0)
cellFrames.removeAll()
}
case .aspectRatio:
assert(aspectRatio > 0, "Grid: for aspectRatio layout, aspectRatio must be a positive number")
let cellSize = largestCellSizeThatFitsAspectRatio()
if cellSize.area > 0 {
calculatedDimensions.columnCount = Int(frame.size.width / cellSize.width)
calculatedDimensions.rowCount = (cellCount + calculatedDimensions.columnCount - 1) / calculatedDimensions.columnCount
} else {
calculatedDimensions = (0, 0)
}
updateCellFrames(to: cellSize)
break
}
}
private mutating func updateCellFrames(to cellSize: CGSize) {
cellFrames.removeAll()
let boundingSize = CGSize(
width: CGFloat(dimensions.columnCount) * cellSize.width,
height: CGFloat(dimensions.rowCount) * cellSize.height
)
let offset = (
dx: (frame.size.width - boundingSize.width) / 2,
dy: (frame.size.height - boundingSize.height) / 2
)
var origin = frame.origin
origin.x += offset.dx
origin.y += offset.dy
if cellCount > 0 {
for _ in 0..<cellCount {
cellFrames.append(CGRect(origin: origin, size: cellSize))
origin.x += cellSize.width
if round(origin.x) > round(frame.maxX - cellSize.width) {
origin.x = frame.origin.x + offset.dx
origin.y += cellSize.height
}
}
}
}
private func largestCellSizeThatFitsAspectRatio() -> CGSize {
var largestSoFar = CGSize.zero
if cellCount > 0 && aspectRatio > 0 {
for rowCount in 1...cellCount {
largestSoFar = cellSizeAssuming(rowCount: rowCount, minimumAllowedSize: largestSoFar)
}
for columnCount in 1...cellCount {
largestSoFar = cellSizeAssuming(columnCount: columnCount, minimumAllowedSize: largestSoFar)
}
}
return largestSoFar
}
private func cellSizeAssuming(rowCount: Int? = nil, columnCount: Int? = nil, minimumAllowedSize: CGSize = CGSize.zero) -> CGSize {
var size = CGSize.zero
if let columnCount = columnCount {
size.width = frame.size.width / CGFloat(columnCount)
size.height = size.width / aspectRatio
} else if let rowCount = rowCount {
size.height = frame.size.height / CGFloat(rowCount)
size.width = size.height * aspectRatio
}
if size.area > minimumAllowedSize.area {
if Int(frame.size.height / size.height) * Int(frame.size.width / size.width) >= cellCount {
return size
}
}
return minimumAllowedSize
}
}
private extension CGSize {
var area: CGFloat {
return width * height
}
}
现在我的问题是,当我选择3张牌时,如果有一张牌,应该检查它们。如果有一个Set,则应删除所有选定的卡(3)。此时不会发生任何其他事情,但在运行我的代码并选择3张相匹配的牌时,所有牌都会被牌组中的下12张牌替换。
有人看到这个问题吗?甚至更多的错误?
答案 0 :(得分:0)
代码中的一个大问题是您在layoutSubviews()
中创建了视图和手势识别器。您需要以不同的方式构建代码,因为只要iOS想要布局您的视图就会调用layoutSubviews()
,这通常在某些内容发生变化时发生。即使一个视图只呈现一次,它的layoutSubviews()通常会多次调用,当然也可以在添加或删除视图时调用它。
构建代码的一种好方法是在awakeFromNib()
中放置视图创建和其他内容(如附加手势识别器)(如果视图是从nib文件或故事板创建的)或init(frame:)
(或者,如果从代码创建视图,则可能是另一个初始化程序),然后在加载视图时将调用一次。
接下来,在layoutSubviews()
中,定位您已经创建的所有对象。请记住,您放在此处的代码必须正常工作,即使它几乎在任何时间被调用,并且在您的视图生命周期中处于阶段。