3
我有一个匹配的纸牌游戏,目前为止非常简单,我只有1个视图控制器和2个UILabels。 1 UILabel分数和1 UILabels翻转。不知道如何在我的匹配纸牌游戏中的比赛上贴上标签
现在我想创建另一个UILabel,让用户知道何时出现匹配并呈现匹配的卡片内容。我试图找出如何获得两张相匹配的卡片。
这是我的控制器:(让我知道如果你需要看到另一个文件,或者你可以帮助基于这一个,理论上的答案能否正常工作以及)
CardGameViewController.m
#import "CardGameViewController.h"
#import "PlayingCardsDeck.h"
#import "CardMatchingGame.h"
@interface CardGameViewController()
@property (weak, nonatomic) IBOutlet UILabel *cardLabel; //creating a label propery to update counts
@property (nonatomic) int flipsCount; //creating a NSUInteger property to count the flips
@property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
@property (strong, nonatomic) CardMatchingGame *game;
@property (weak, nonatomic) IBOutlet UILabel *scoreCounter;
@property (nonatomic) int userScore;
@end
@implementation CardGameViewController
-(CardMatchingGame *) game {
if (!_game) _game = [[CardMatchingGame alloc] initWithCardCount:self.cardButtons.count usingDeck:[[PlayingCardsDeck alloc] init]];
return _game;
}
-(void) setCardButtons:(NSArray *)cardButtons {
_cardButtons = cardButtons;
[self updateUI];
}
//Here I implemented the setter for the flipCount propert. Whick is setting the cardLabel to the right text and adding the number of counts.
-(void) setFlipsCount:(int)flipsCount {
_flipsCount = flipsCount;
self.cardLabel.text = [NSString stringWithFormat:@"Flips: %d", self.flipsCount];
}
-(void) updateUI {
for (UIButton *cardButton in self.cardButtons) {
Card *card = [self.game cardAtIndex:[self.cardButtons indexOfObject:cardButton]];
[cardButton setTitle:card.contents forState:UIControlStateSelected];
[cardButton setTitle:card.contents forState:UIControlStateSelected|UIControlStateDisabled];
cardButton.selected = card.isFaceUp;
cardButton.enabled = !card.unplayble;
if (card.unplayble) {
cardButton.alpha = 0.1;
}
self.scoreCounter.text = [NSString stringWithFormat:@"Score: %d", self.game.score];
}
}
//Here I created a method to flipCards when the card is selected, and give the user a random card from the deck each time he flips the card. After each flip i'm incrementing the flipCount setter by one.
- (IBAction)flipCard:(UIButton *)sender {
[self.game flipCardAtIndex:[self.cardButtons indexOfObject:sender]];
self.flipsCount++;
[self updateUI];
}
@end
这是CardMatchingGame型号:
#import "CardMatchingGame.h"
#import "PlayingCardsDeck.h"
@interface CardMatchingGame()
@property (readwrite, nonatomic) int score;
@property (strong, nonatomic) NSMutableArray *cards;
@end
@implementation CardMatchingGame
-(NSMutableArray *) cards {
if (!_cards) _cards = [[NSMutableArray alloc] init];
return _cards;
}
-(id)initWithCardCount:(NSUInteger)count usingDeck:(Deck *)deck {
self = [super init];
if (self) {
for (int i = 0; i < count; i++) {
Card *card = [deck drawRandonCard];
if (!card) {
self = nil;
} else {
self.cards[i] = card;
}
}
}
return self;
}
-(Card *) cardAtIndex:(NSUInteger)index {
return (index < self.cards.count) ? self.cards[index] : nil;
}
#define FLIP_COST 1
#define MISMATCH_PENALTY 2
#define BONUS 4
-(void) flipCardAtIndex:(NSUInteger)index {
Card *card = [self cardAtIndex:index];
if (!card.isUnplayable) {
if (!card.isFaceUp) {
for (Card *otherCard in self.cards) {
if (otherCard.isFaceUp && !otherCard.isUnplayable) {
int matchScore = [card match:@[otherCard]];
if (matchScore) {
otherCard.unplayble = YES;
card.unplayble = YES;
self.score += matchScore * BONUS;
} else {
otherCard.faceUp = NO;
self.score -= MISMATCH_PENALTY;
}
break;
}
}
self.score -= FLIP_COST;
}
card.faceUp = !card.isFaceUp;
}
}
@end
目前尚不清楚:您不知道哪些卡匹配,或者您不知道如何显示标签? – 2013-03-11 20:46:56
我知道如何创建一个标签(只是一个简单的像flipscount),并在匹配机制的作品。我试图弄清楚的是如何在匹配时显示另一个标签......当我写作时,我可以看到它不是最好的解释:/我试图想到一个更简单的@HotLicks – JohnBigs 2013-03-11 21:04:23
所以,如果我想显示两张匹配的卡片,那么最好的方法是什么?像创建另一个对象,插入与数组匹配的卡片并显示这两张卡片的内容?你让我..? @HotLicks – JohnBigs 2013-03-11 21:07:20