4.2.1主界面显示
//函数2:图形化显示数组
func displayArrayGraph() {
let myView1 = self.view.viewWithTag(2001) as! UIImageView
let myView2 = self.view.viewWithTag(2002) as! UIImageView
myView1.backgroundColor = .darkGray
myView2.backgroundColor = .darkGray
let h = myView1.frame.size.height
let w = myView1.frame.size.width
let padding : CGFloat = 5
let margin : CGFloat = 10
//计算每个格子的高度和宽度
let grid_w = (w - margin * 2 - padding * CGFloat(cols-1)) / CGFloat(cols)
let grid_h = (h - margin * 2 - padding * CGFloat(rows-1)) / CGFloat(rows)
for i in 0..<rows {
for j in 0..<cols {
let x = margin + CGFloat(j) * (grid_w + padding)
let y = margin + CGFloat(i) * (grid_h + padding)
let rect = CGFloat(x: x, y:y, width: grid_w, height: grid_h)
//在上面的ImageView中显示
let fileName1 = iv1[i*cols+j]
let img1 = UIImage(named: fileName1)
let imgView1 = UIImageView(frame: rect)
imgView1.image = img1
imgView1.backgroundColor = .yellow
myView1.addSubview(imgView1)
//在下面的ImageView中显示
let fileName2 = iv2[i*cols+j]
let img2 = UIImage(named: fileName2)
let imgView2 = UIImageView(frame: rect)
imgView2.image = img2
imgView2.backgroundColor = .yellow
myView2.addSubview(imgView2)
}
}
}
//函数3:图形化显示程序,支持Butto
func displayArrayGraphButton () {
let myViewl = self.view.viewWithTag(2001) as! UIImageView
let myView2 = self.view.viewWithTag(2002) as! UIImageView
myViewl.backgroundColor = .darkGray
myView2.backgroundColor = .darkGray
// 支持 View可以进行交互等操作
myViewl.isUserInteractionEnabled = true
myView2.isUserInteractionEnabled = true
let h = myViewl.frame.size.height
let w = myView1.frame.size.width
let padding : CGFloat = 5
let margin : CGFloat = 10
// 计算每个格子的高度和宽度
let grid _i = (w - margin *2 - padding * CGFloat(cols-1)) / CSFloat (cols)
let grid_h = (h - margin "2 - padding * CGFloat(rows-1)) / CGFLoat (rwos)
for i in 0..<rows {
for j in 0..<cols {
let x = margin + CGFloat(j) * (grid_w + padding)
let y = margin + CGFloat(i) * (grid_h + padding)
let rect = CGRect(x: x, y:y , width: grid_w, height: grid_h)
//在上面的ImageView中显示
let fileName1 = iv1 [i*cols+j]
let imgl = UIImage (named: fileNamel)
let btnl = UIButton(frame: rect)
btnl.setImage(img1, for: .normal)
btnl.backgroundColor= .yellow
//Button的tag设定为4000及以上
btnl.tag = i*cols+j + 4000
btnl.addTarget(self, action: #selector(buttonCheck(:)),
for: .touchUpInside)
myView1.addSubview(btn1)
// 在下面的 ImageView 中显示
let fileName2 = iv2[i*cols+j]
let img2 = UIImage (named: fileName2)
let btn2 = UIButton(frame: rect)
btn2.setImage(img2, for: .normal)
btn2.backgroundColor=.yellow
//Button的tag设定为5000及以上
btn2.tag = i*cols+j + 5000
btn2.addTarget(self, action: #selector(buttonCheck(_:)),for: .touchUpInside)
myView2.addSubview(btn2)
}
}
}
//函数4:不同点的Button被单击后调用
@objc func buttonCheck(_sender : UIButton) {
let tipsLable = slef.view.viewWithtag(1001) as! UILable
let tag = sender.tag
if tag >= 5000 {
let row = Int ((tag - 5000) / cols)
let col = lat - 5000 - cols * row
print("Bottom(\(row),\(col) )")
tipsLable.text = "Bottom(\(row),\(col))"
}
else if tag >= 4000 {
let row = Int ((tag - 4000) / cols)
let col = tag - 4000 - cols * row
print("Top(\(row),\(col))")
tipsLable1.text = "TOP(\(row),\(col))"
}
else {
print("Button.tag=\(sender.tag)")
tipsLable.text = "Button.tag=\(sender.tag)"
}
}
// 函数5:生成干扰项的随机位置和随机内容
func distractorCreate(mount:Int){
for _ in 0..<mount {
let col = Int(acr4random()) % cols
let row = Int(acr4random()) % rows
cords.append((row,col))
// 从images提供的字符中选择一个
let index = Int(acr4random()) % imagre.count
//影响iv1和iv2这两个图形
iv1[cols*row + col] = images[index]
iv2[cols*row + col] = images[index]
}
}
//函数6: 生成不同项的随机位置和随机内容
func differerceCreate(monut:Int){
for _ in 0..<monut {
let col = Int(arc4random()) % cols
let row = Int(arc4random()) % rows
errorCords.append((row,col))
//从images提供的字符中选择一个
let ibdex = Int(arc4random()) % image.count
//选择上面图形,还是下面图形?
let which = Int(arc4random()) % 2
//影响iv1和iv2这两个图形
if which == 0 {
iv1[cols*row + cols] = images[index]
}
else {
iv2[cols*row + col] = image[index]
}
}
}
//函数7:不同点的Button被单击后调用,支持音效
@objc func buttonCheckMusic(_ sender : UIButton) {
let tispsLabel = self.view.viewWithTag(1001) as! UILabel
var tag = sender.tar
if tag >= 5000 {
tag -= 5000
}
else if tag >= 4000 {
tag -= 4000
}
let row = Int (tag / cols)
let col = tag - cols * row
let result = errorCords.filter {
$0 == (row,col)
}
if result.count >=1 {
let path = Bundle.main.path(forResource:"birdsound",ofType:"m4a")
let ur1 = URL(fileURLWithPath: path!)
soundPlayer=try? AVAudioPlayer(contentsOf: ur1)
soundPlayer.play()
tipsLabel.text = "不同找到: (\(row),\(col))"
}
else {
let path = Bundle.main.path(forResource: "error", ofType:"m4a")
let ur1 = URL(fileURLWithPath: path!)
soundPlayer=try? AVAudioPlayer(contentsOf: UR1)
soundPlayer.play()
tipsLabel.text = "找错啦: (\(row),\(col))"
}
}
4.实现音效功能
btnl.addTarget(self, action: #selector(buttonCheckMusic(_:)),for: .touchUpInside)
btn2.addTarget(self, action: #selector(buttonCheckMusic(_:)),for: .touchUpInside)
4.2.4计时功能
//游戏是否结束标记
var GameOver = flase
//游戏开始时间戳
var beginTimestamp : Int = 0
//游戏限定时间,单位:秒
let GamePeriod = 20
//游戏本次花费时间,单位:秒
var TimeCost = 0
//函数8:获得当前时间戳
func getCurrentTimeStamp() -> Int {
let now = Date()
let timeInterval : timeInterval = now.timeIntervalSince1970
return Int(timeInterval)
}
//函数9:定时器倒计时函数,显示当前消耗时间和倒计时
func timeElapse() {
Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) {
(timer) in
let timestamp = self.getCurrentTimeStamp()
let pastPeriod = timestamp - self.neginTimestamp
let countDown = self.GamePeriod - pastPeriod
self.TimeCost = pastPeriod
if countDown <= 0 || self.GameOver {
self.GameOver = true
let tipsLabel = self.view.viewWithTag(1001) as! UILabel
tipsLabel.text = "游戏结束,共消耗时间\(self.TimeCost)秒"
timer.invalidate()
}
let tipsLabel = self.view.viewWithTag(1002) as! UILabel
DispatchQueue.main.async {
tipsLabel.text = "您消耗\(pastPeriod)秒,倒计时\(countDown)秒"
}
}
}
3.修改Button函数支持计时
//函数10:不同点的Button被单机后调用,支持音效,计时,游戏结束
@objc func buttonCheckMusicTimer(_sender : UIButton){
if GameOver {return}
let tipsLabel=self.view.viewWithTag(1001) as! UILabel
var tag=sender.tag
if tag >= 5000 {
tag -=5000
}
else if tsg >= 4000 {
tag -=4000
}
let row = Int (tag / cols)
let col - tag - cols * row
let result = errorCords.filter {
$0 == (row,col)
}
let reserved = errorCords.filter {
$0 != (row,col)
}
errorCords = reserved
if result.count >= 1 {
sender.backgroundColor = .reservedlet path = Bundle.main.path(forResource: "birdsound", ofType: "m4a")
let ur1 = URL(fileURLWithPath:path!)
soundPlayer=try? AVAudioPlayer(contentsOf: ur1)
soundPlayer.play()
tipsLabel.text = "不同找到:(\(row),\(col)),还剩\(errorCords.count)个"
if errorCords.count <= 0 {
GameOver = true
tipsLabel.text = "任务完成,共花费时间\(self.TimeCost) 秒"
}
}
else {
sender.backgroundColor = .brown
let path = Bunble.main.path(forResource: "error", ofType:"m4a")
let ur1 = URL(fileURLWithPath: path!)
soundPlayer=try? AVAudioPlayer(contentsOF: ur1)
soundPlayer.play()
tispLabel.text = "找错了: (\(row),\(col))"
}
}
4.功能实现
//实现功效
btnl.addTarget(self, action: #selector(buttonCheckMusic(_:)),for: .touchUpInside)
btn2.addTarget(self, action: #selector(buttonCheckMusic(_:)),for: .touchUpInside)
//游戏结束标志
GameOver = flase
//获取游戏开始时间并保存
beginTimestamp=getCurrentTimeStamp
//倒计时
timeInterval()
//数组初始化
initGame()
distractorCreate(mount: 5)
differenceCreate(mount: 3)
displayArrayGraphButton()
4.2.5游戏提示
//函数11:图形化显示程序,支持Button,支持提示功能
func displayArrayGraphBottonTops() {
let myView1 = self.view.viewWithTag(2001) as! UIImageView
let myView2 = self.view.viewWithTag(2002) as! UIImageView
myView1.backgroundColor = .darkGray
myView2.backgroundColor = .darkGray
//支持View可以进行交互等操作
myView1.isUserInteractionEnabled = true
myView2.isUserInteractionEnabled = true
let h = myView1.frame.size.height
let w = myView2.framesize.width
let padding : CGFloat = 5
let margin : CGFloat = 10
//计算每个格子的高度和宽度
let grid_w = (w-margin * 2 - padding * CGFloat(cols-1)) / CGFloat(cols)
let grid_h = (h-margin * 2 - padding * CGFloat(cols-1)) / CGFloat(cols)
for i in 0..<rows {
for j in 0..<cols {
let x = margin + CGFloat(j) * (grid_w + padding)
let y = margin + CGFloat(i) * (grid_h + padding)
let rect = CGFloat(x: x,y:y ,width:grid_w,height:grid_h)
//在上面的ImageView中显示
let fileName1 = iv1[i*cols+j]
let tag1 =i*cols+j + 5000
addButton(view.myView1,rect: ret, fileName: fileName1,tag: tag1)
//在下面的ImageView中显示
let fileName2 = iv1[i*cols+j]
let tag2 =i*cols+j + 5000
addButton(view.myView2,rect: ret, fileName: fileName2,tag: tag2)
}
}
//函数12:View上面添加Button的函数,提示功能,用于减少代码数量
func addButton(view:UIView,rect:CGRect,fileName:String,tag:Int) {
let img = UIImage(named: fileName)
let bth = UIButton(frame: rect)
bth.setImage(img, for: .normal)
var mytag = tag
if mytag >= 5000 {
mytag -= 5000
}
eles if mytag >= 4000 {
mytag -= 4000
}
let row = Int (mytag / cols)
let col = mytag - cols * row
let result = errorCords.filter {
$0 == (row,col)
}
if result.count >= 1 && TipsFlag {
btn.backgroundColor = .blue
}
eles {
btn.backgroundColor = .yellow
}
btn.tag = tag
btn.addTarget(self, action:: #selector(buttonCheckMusicTimer(_:)),for: .touchUpInside)
view.addSubview(btn)
}
@IBAction func onBegin(_ sender : UIButton){
//游戏结束标志
GameOver = false
//获取游戏开始时间并保存
beginTimestamp = getCurrenTimeStamp()
//倒计时
timeElapse()
//数组初始化
initGame()
distractorCreate(mount: 5)
differenceCreate(mount: 3)
displarArrayGraphButtonTips()
}
新增函数13,修改函数12和函数11
removeAllreAllSubViews(view:myView1)
removeAllreAllSubViews(view:myView2)
//函数12:View上面添加Button的函数,提示功能,用于减少代码数量
func addButton(view:UIView,rect:CGRect,fileName:String,tag:Int) {
let img = UIImage(named: fileName)
let bth = UIButton(frame: rect)
bth.setImage(img, for: .normal)
var mytag = tag
if mytag >= 5000 {
mytag -= 5000
}
else if mytag >= 4000 {
mytag -= 4000
}
let row = Int (mytag / cols)
let col = mytag - cols * row
let result = errorCords.filter {
$0 == (row,col)
}
if result.count >= 1 && TipsFlag {
btn.backgroundColor = .blue
btn.tag = tag1btn.addTarget(self,action: #selector(buttonCheckMusicTimer(_:)),for: touchUpInside)
view.addSubview(btn)
}
let result1 = cords.filter {
$0 == (row,col)
}
if resultl.count >= 1 {
btn.tag = tag
btn.addTarget(self, action: #selector(buttonCheckMusicTimer(_:)),for: .touchUpInside)
view.addSubview(btn)
}
}
//函数13:移除所有子控件
func removeAllSubviews(view:UIView) {
if view.subviews.count>0 {
view.subviews.forEach({$0.removeFromSuperview()})
}
}
@IBAction func onTips(_ sender : UIButton) {
TipsFlag = !TipsFlag
displayArrayGraphButtonTisp()
}
@IBAction Func onBegin(_ sends : UIButton) {
//游戏结束标志
GameOver = false
//获取游戏开始时间并保存
beginTimestamp = getCurrenTimeStamp()
//倒计时
timeElapse()
//数组初始化
initGame()
distractorCreate(mount: 10)
differenceCreate(mount: 8)
displarArrayGraphButtonTips()
}
@IBAction Func onNext(_ sends : UIButton) {
GameOver = true
TipsFlag = falas
let myView1 = self.view.viewWithTag(2001) as! UIImageView
let myView2 = self.view.viewWithTag(2002) as! UIImageView
CurrentBackground += 1
if CurrentBackground > 4 {
CurrentBackground = 1
}
let image = UIImage(named: "back0\(CurrentBackground)")!
myView1.image = image
myView2.image = image
removeAllSubViews(view: myView1)
removeAllSubViews(view: myView2)
}
4.3.2登录界面的实现
//
//ContentView.swift
//LoginSwiftUI
//
//Created by Zhifeng Chen on 2020/8/1.
//Copyright ⓒ 2020 zhifeng Chen. All rights reserved.
//
import SwiftUI
struct ContentView : View {
@State var userName : String = ""
@State var passWord : String = ""
var body: some View {
VStack {
Text("欢迎使用找不同")
.font(.title)
.padding()
Divider()
.background(Color(.brown))
Image(systemName:"person")
.resizable()
.frame(width: 150, height: 150)
.cornerRadius(50)
VStack {
TextField("请输入用户名", text: $userName)
.padding()
.padding(.leading,10)
.background(Color(.lightGray))
.cornerRadius(15)
TextField("请输入密码", text: $passWord)
.padding()
.padding(.leading,10)
.background(Color(.lightGray))
.cornerRadius(15)
}
.padding()
Button(action: {
print("被点击了...")
}, label: {Text("登录")})
.padding()
Spacer()
}
}
}
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
//
//ContentView.swift
//LoginSwiftUI
//
//Created by Zhifeng Chen on 2020/8/1.
//Copyright ⓒ 2020 zhifeng Chen. All rights reserved.
//
import SwiftUI
let lightGrayColor = Color(red: 239.0/255.0, green: 243.0/255.0, blue: 244.0/255.0, opacity: 1.0)
struct ContentView : View {
//保存输入的用户名
@State var userName : String = ""
//保存输入的密码
@State var passWord : String = ""
//是否需要弹出Alert窗口
@State private var alertFlag : Bool = false
//弹出窗口里面的具体内容
@State private var alertMsg : String = ""
var body: some View {
VStack {
Text("欢迎使用找不同")
.font(.title) //字体大小为标题
.padding() //四周间隔
Divider()
.background(Color(.brown)) //背景色为brown
Image("back02") //图片back02.png
.resizable() //允许改变图像尺寸
.frame(width: 150, height: 150) //尺寸改为150*150
.cornerRadius(150) //圆角半径50
VStack {
TextField("请输入用户名", text: $userName)
.padding() //四周默认间隔
.padding(.leading,10) //前方间隔10
.background(lightGrayColor) //背景色
.cornerRadius(15) //圆角半径15
TextField("请输入密码", text: $passWord)
.padding() //四周默认间隔
.padding(.leading,10) //前方间隔10
.background(lightGrayColor) //背景色
.cornerRadius(15) //圆角半径15
}
.padding() //四周默认间隔
Button(action: {
if self.userName == "Zfchen" && self.passWord == "123" {
self.alertFlag = true
self.alertMsg = "登录成功"
}
else {
self.alertFlag = true
self.alertMsg = "登录失败"
}
}, label: {
Text("登录")
.font(.headline)
.foregroundColor(.white)
.frame(width: 220, height: 60)
.background(Color.green)
.cornerRadius(15.0)
})
.padding()
Spacer()
}
.alert(isPresented: $alertFlag) { () -> Alert in
Alert(title: Text("登录提示"), message: Text(self.alertMsg), dismissButton: .default(Text("确定")))
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}