我想创建一套游戏App。为此,我有一副卡片,我希望卡片(动画)在棋盘上移动。
我的问题是当我这样做时:
private func createDeck() {
allCards.forEach{ card in
card.isFaceUp = false
card.frame = Deck.frame
GameBoard.allCardsInDeck.append(card)
}
}
卡片从另一个位置出现,然后是卡片。
Deck.frame
superview
不能给我deckView
视图的当前位置吗?我的卡片从顶部显示,但我的import UIKit
class ViewController: UIViewController {
@IBOutlet weak var informationLabel: UILabel!
@IBOutlet weak var ScoreLabel: UILabel!
@IBOutlet weak var Deck: Deck!
@IBOutlet weak var GameBoard: CardBoardView! {
didSet {
let swipeGesture = UISwipeGestureRecognizer(target: self, action: #selector(swipe))
swipeGesture.direction = .down
GameBoard.addGestureRecognizer(swipeGesture)
let rotationGesture = UIRotationGestureRecognizer(target: self, action: #selector(rotation))
GameBoard.addGestureRecognizer(rotationGesture)
}
}
private var gameIsStarted = false
private var game: Game = Game() {
didSet {
updateScoreLabel()
}
}
private var selectedCards = [CardSubview] ()
private var indexOfAllCards: Int = 0
private lazy var allCards = getAllCards()
private var cardsBackgroundColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
@objc func rotation(recognizer: UIRotationGestureRecognizer){
switch recognizer.state {
case .ended: GameBoard.mixCards()
default: break
}
}
@objc private func swipe(recognizer: UISwipeGestureRecognizer) {
switch recognizer.state {
case .ended: add3Cards()
default: break
}
}
private func getAllCards () -> [CardSubview] {
var cards = [CardSubview]()
for index in 0..<game.cards.count {
cards.append(CardSubview())
cards[index].fill = game.cards[index].strokeIdentifier
cards[index].color = game.cards[index].colorIdentifier
cards[index].form = game.cards[index].form
cards[index].occurence = game.cards[index].occurenceOfForm
cards[index].addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(tab)))
cards[index].backgroundColor = cardsBackgroundColor
cards[index].indexNr = index
}
return cards
}
@objc private func tab (recognizer: UITapGestureRecognizer) {
switch recognizer.state {
case .ended:
if let card = recognizer.view as? CardSubview, card.isFaceUp == true {
card.isSelected = !card.isSelected
if card.isSelected {
selectedCards.append(card)
if selectedCards.count > 2 {
let isSet = game.isSet(arrayOfIndexes: [selectedCards[0].indexNr,selectedCards[1].indexNr, selectedCards[2].indexNr]) == true
if isSet {
game.score += 1
selectedCards.forEach { card in
GameBoard.doWhenMatched(card: card)
card.isSelected = false
selectedCards.removeAll()
}
findSet()
} else if isSet == false {
game.score -= 1
selectedCards.forEach{ card in
card.isSelected = false
}
selectedCards.removeAll()
}
}
} else if card.isSelected == false, selectedCards.contains(card) {
selectedCards.remove(at: selectedCards.index(of: card)!)
}
}
default: break
}
}
private func findSet() {
if GameBoard.allOpenCards.count > 0 {
var setInOpenCards = Bool()
var allSetsInOpenCards = Int()
for index1 in 0..<GameBoard.allOpenCards.count-2 {
for index2 in (index1+1)..<GameBoard.allOpenCards.count-1 {
for index3 in (index2+1)..<GameBoard.allOpenCards.count {
setInOpenCards = game.isSet(arrayOfIndexes: [allCards[index1].indexNr, allCards[index2].indexNr, allCards[index3].indexNr])
if (setInOpenCards == true){
allSetsInOpenCards+=1
}
}
}
}
informationLabel.text = "Sets available: \(allSetsInOpenCards)"
} else {
informationLabel.text = "Sets available: \(0)"
}
}
@IBAction private func newGame() {
game = Game()
GameBoard.removeSubviewsFromDeck()
GameBoard.allCardsInDeck.removeAll()
createDeck()
GameBoard.backgroundColor = UIColor.black
GameBoard.removeSubviews()
selectedCards.removeAll()
gameIsStarted = true
allCards = getAllCards()
indexOfAllCards = 0
GameBoard.allOpenCards.removeAll()
add12Cards()
}
private func updateScoreLabel () {
if game.score >= 0 {
ScoreLabel.backgroundColor = #colorLiteral(red: 0, green: 0.9768045545, blue: 0, alpha: 0.5)
} else if game.score < 0 {
ScoreLabel.backgroundColor = #colorLiteral(red: 1, green: 0.1491314173, blue: 0, alpha: 0.5)
}
ScoreLabel.text = "Score: \(game.score)"
}
private func add3Cards() {
if indexOfAllCards < allCards.count, gameIsStarted == true {
for _ in 0...2 {
GameBoard.allOpenCards.append(GameBoard.allCardsInDeck[indexOfAllCards])
indexOfAllCards+=1
}
}
findSet()
}
private func add12Cards() {
let numbersOfFirst12Cards = 12
if gameIsStarted == true {
for _ in 0..<numbersOfFirst12Cards {
GameBoard.allOpenCards.append(GameBoard.allCardsInDeck[indexOfAllCards])
indexOfAllCards += 1
}
}
findSet()
}
private func createDeck() {
allCards.forEach{ card in
card.isFaceUp = false
card.frame = Deck.frame
GameBoard.allCardsInDeck.append(card)
}
}
}
位于底部。
这是我的代码ViewController:
CardBoardView
这是我import UIKit
@IBDesignable
class CardBoardView: UIView {
let durationForDisappearingCards = 2.0
let delayForDisappearingCards = 0.0
lazy var animator = UIDynamicAnimator(referenceView: self)
lazy var cardBehavior = CardBehavior(in: animator)
var allOpenCards = [CardSubview]() {
didSet { addSubview(); setNeedsLayout();}
}
var allCardsInDeck = [CardSubview] () {
didSet{ setNeedsLayout()}
}
struct Layout {
static let ratio:CGFloat = 2.0
static let insetByX:CGFloat = 2.0
static let insetByY:CGFloat = 2.0
}
private func addSubview() {
for card in allOpenCards {
addSubview(card)
}
}
public func removeSubviews() {
for card in allOpenCards {
card.removeFromSuperview()
}
}
public func removeSubviewsFromDeck() {
allCardsInDeck.forEach{ card in
card.removeFromSuperview()
}
}
public func mixCards() {
var mixCards = [CardSubview]()
for _ in 0..<allOpenCards.count {
let random = allOpenCards.count.arc4random
let card = allOpenCards[random]
mixCards.append(card)
allOpenCards.remove(at: random)
}
allOpenCards = mixCards
}
public func doWhenMatched(card: CardSubview) {
// cardBehavior.addItem(card)
UIView.animate(
withDuration: self.durationForDisappearingCards,
delay: self.delayForDisappearingCards,
animations: {
card.frame = CGRect(x: (self.superview?.frame.midX)!-card.bounds.width/2, y: (self.superview?.frame.minY)!-card.bounds.height, width: card.bounds.width , height: card.bounds.height)
}, completion: { finish in
card.removeFromSuperview()
self.allOpenCards.remove(at: self.allOpenCards.index(of: card)!)
}
)
}
// let newPosition = CGRect(x: self.frame.midX-card.bounds.width/2 , y: self.frame.minY, width: card.bounds.width, height: card.bounds.height)
//
//
//
// UIView.animate(withDuration: durationForDisappearingCards, delay: delayForDisappearingCards, options: [.allowUserInteraction], animations: {card.alpha=0.0})
override func layoutSubviews() {
super.layoutSubviews()
var grid = Grid(layout: .aspectRatio(Layout.ratio), frame: self.bounds)
grid.cellCount = allOpenCards.count
var secondsForDelay:CGFloat = 0
let secondsForFlipCard:CGFloat = 0.5
for index in allOpenCards.indices {
if self.allOpenCards[index].frame != (grid[index]?.insetBy(dx: Layout.insetByX, dy: Layout.insetByY)) ?? CGRect.zero {
UIView.animate(
withDuration: 0.5,
delay: TimeInterval(secondsForDelay) ,
animations: {self.allOpenCards[index].frame = (grid[index]?.insetBy(dx: Layout.insetByX, dy: Layout.insetByY)) ?? CGRect.zero},
completion: {
finish in
if self.allOpenCards[index].isFaceUp != true {
UIView.transition(with: self.allOpenCards[index],
duration: TimeInterval(secondsForFlipCard),
options: [.transitionFlipFromLeft],
animations: {
self.allOpenCards[index].isFaceUp = true
}
)
}
}
)
secondsForDelay+=0.02
}
}
}
}
private 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
}
}
}
private extension CGFloat {
var arc4random: CGFloat {
if self > 0 {
return CGFloat(arc4random_uniform(UInt32(self)))
} else if self < 0 {
return -CGFloat(arc4random_uniform(UInt32(self)))
} else {
return 0
}
}
}
所有动画发生的地方
var a = 1;
var b = 2;
var c = (a,b);
console.log(c);
//output : as expected
var c = a,b;
console.log(c);
//output : 1