私のカードマッチングゲームでは:
-特定のインデックスでめくられたカードをチェックする方法があります。基本的には、アプリ内のロジック全体です。
-一致を確認する別の方法があります。
ここで、ユーザーが基本モード (2 カード) ではなく「3」カードのモードを変更したことをコントローラーに伝えるスイッチ ボタンをビュー コントローラーに作成しました。
私の問題は、2 つ以上の一致がある場合に一致する方法をチェックインするようにコントローラーに指示する方法です..それは私を夢中にさせています.これを理解するのを手伝ってください.
また、コントローラーには、一致するカードをフェードアウトさせる updateUI メソッドがあるため、同じように動作することを確認する必要があります。
次のコードは、flipCardAtIndex メソッドを示しており、メソッドとビュー コントローラーが同じ順序で一致しています。
CardMatchingGame.m (最後のメソッドは flipCardAtIndex):
#import "CardMatchingGame.h"
#import "PlayingCardsDeck.h"
@interface CardMatchingGame()
@property (readwrite, nonatomic) int score;
@property (strong, nonatomic) NSMutableArray *cards;
@property (strong, nonatomic) NSString *notification;
@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) {
NSMutableArray *myCards = [[NSMutableArray alloc] init];
[myCards addObject:otherCard];
int matchScore = [card match:myCards];
if (matchScore) {
otherCard.unplayble = YES;
card.unplayble = YES;
self.notification = [NSString stringWithFormat:@"%@ & %@ match!", card.contents, otherCard.contents];
self.score += matchScore * BONUS;
} else {
otherCard.faceUp = NO;
self.score -= MISMATCH_PENALTY;
self.notification = [NSString stringWithFormat:@"%@ did not matched to %@", card.contents, otherCard.contents];
}
break;
}
}
self.score -= FLIP_COST;
}
card.faceUp = !card.isFaceUp;
}
}
@end
PlayingCards.m (最初のメソッドのみ、マッチング メソッド) :
#import "PlayingCards.h"
@implementation PlayingCards
@synthesize suit = _suit;
//overriding the :match method of cards to give different acore if its only a suit match or a number match
-(int)match:(NSArray *)cardToMatch {
int score = 0;
for (int i = 0; i < cardToMatch.count; i++) {
PlayingCards *nextCard = cardToMatch[i];
if ([nextCard.suit isEqualToString:self.suit]) {
score += 1;
} else if (nextCard.rank == self.rank) {
score += 4;
}
}
return score;
}
私のView Controller(最後の方法はスイッチボタン用のものです):
#import "CardGameViewController.h"
#import "PlayingCardsDeck.h"
#import "CardMatchingGame.h"
@interface CardGameViewController ()
@property (weak, nonatomic) IBOutlet UILabel *flipsLabel;
@property (weak, nonatomic) IBOutlet UILabel *notificationLabel;
@property (weak, nonatomic) IBOutlet UILabel *scoreCounter;
@property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
@property (strong, nonatomic) CardMatchingGame *game;
@property (nonatomic) int flipsCount;
@property (nonatomic) NSNumber *mode;
//@property (weak, nonatomic) IBOutlet UISwitch *mySwitch;
@property (weak, nonatomic) IBOutlet UISwitch *mySwitch;
@end
@implementation CardGameViewController
@synthesize mode = _mode;
//creating the getter method that creates a new card game.
-(CardMatchingGame *) game {
if (!_game) _game = [[CardMatchingGame alloc] initWithCardCount:self.cardButtons.count usingDeck:[[PlayingCardsDeck alloc] init]];
return _game;
}
//creating a setter for the IBOutletCollection cardButtons
-(void) setCardButtons:(NSArray *)cardButtons {
_cardButtons = cardButtons;
[self updateUI];
}
//creating the setter for the flipCount property. Whick is setting the flipsLabel to the right text and adding the number of counts.
-(void) setFlipsCount:(int)flipsCount {
_flipsCount = flipsCount;
self.flipsLabel.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;
}
//updating the score
self.scoreCounter.text = [NSString stringWithFormat:@"Score: %d", self.game.score];
//if notification in CardMatchingGame.m is no nil, it will be presented
if (self.game.notification) {
self.notificationLabel.text = self.game.notification;
}
}
}
//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] forMode:self.mode];
self.flipsCount++;
[self updateUI];
}
//sending an alert if the user clicked on new game button
- (IBAction)newGame:(UIButton *)sender {
UIAlertView* mes=[[UIAlertView alloc] initWithTitle:@"Are you sure..?" message:@"This will start a new game" delegate:self cancelButtonTitle:@"No" otherButtonTitles:@"Yes", nil];
[mes show];
}
//preforming an action according to the user choice for the alert yes/no to start a new game
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex {
if (buttonIndex != [alertView cancelButtonIndex]) {
self.flipsCount = 0;
self.game = nil;
for (UIButton *button in self.cardButtons) {
Card *card = [self.game cardAtIndex:[self.cardButtons indexOfObject:button]];
card.unplayble = NO;
card.faceUp = NO;
button.alpha = 1;
}
self.notificationLabel.text = nil;
[self updateUI];
}
}
-(void) setMode:(NSNumber *)mode {
mode = _mode;
}
-(void) switchValueChange:(id)sender {
UISwitch *Switch = (UISwitch *) sender;
NSNumber *twoCards = [NSNumber numberWithInt:2];
NSNumber *threeCards = [NSNumber numberWithInt:3];
if (Switch.on) {
self.mode = twoCards;
}
else
{
self.mode = threeCards;
}
}
- (void)viewDidLoad
{
UISwitch *mySwitch;
[super viewDidLoad];
[mySwitch addTarget:self action:@selector(switchValueChange:) forControlEvents:UIControlEventValueChanged];
[self updateUI];
}
@end