版本記錄
版本號 | 時間 |
---|---|
V1.0 | 2019.02.01 星期五 |
前言
quartz
是一個通用的術(shù)語认轨,用于描述在iOS
和MAC OS X
中整個媒體層用到的多種技術(shù) 包括圖形很钓、動畫纸淮、音頻袱院、適配屎慢。Quart 2D
是一組二維繪圖和渲染API
,Core Graphic
會使用到這組API
忽洛,Quartz Core
專指Core Animation
用到的動畫相關(guān)的庫腻惠、API
和類。CoreGraphics
是UIKit
下的主要繪圖系統(tǒng)欲虚,頻繁的用于繪制自定義視圖集灌。Core Graphics
是高度集成于UIView
和其他UIKit
部分的。Core Graphics
數(shù)據(jù)結(jié)構(gòu)和函數(shù)可以通過前綴CG
來識別苍在。在app中很多時候繪圖等操作我們要利用CoreGraphic
框架绝页,它能繪制字符串荠商、圖形、漸變色等等续誉,是一個很強(qiáng)大的工具莱没。感興趣的可以看我另外幾篇。
1. CoreGraphic框架解析(一)—— 基本概覽
2. CoreGraphic框架解析(二)—— 基本使用
3. CoreGraphic框架解析(三)—— 類波浪線的實(shí)現(xiàn)
4. CoreGraphic框架解析(四)—— 基本架構(gòu)補(bǔ)充
5. CoreGraphic框架解析 (五)—— 基于CoreGraphic的一個簡單繪制示例 (一)
6. CoreGraphic框架解析 (六)—— 基于CoreGraphic的一個簡單繪制示例 (二)
7. CoreGraphic框架解析 (七)—— 基于CoreGraphic的一個簡單繪制示例 (三)
8. CoreGraphic框架解析 (八)—— 基于CoreGraphic的一個簡單繪制示例 (四)
9. CoreGraphic框架解析 (九)—— 一個簡單小游戲 (一)
10. CoreGraphic框架解析 (十)—— 一個簡單小游戲 (二)
源碼
1. Swift
首先看下工程組織結(jié)構(gòu)
下面看下sb中的內(nèi)容
下面就是源碼了
1. ResultViewController.swift
import UIKit
class ResultViewController: UIViewController {
// MARK: - Outlets
@IBOutlet weak var scoreLabel: UILabel!
// MARK: - Properties
var score: Int?
// MARK: - View Life Cycle
override func viewDidLoad() {
super.viewDidLoad()
if let score = score {
scoreLabel.text = "Your final score: \(score)"
}
}
// MARK: - Actions
@IBAction func playAgainPressed(_ sender: Any) {
presentingViewController?.dismiss(animated: true, completion: nil)
}
}
2. PatternView.swift
import UIKit
class PatternView: UIView {
// MARK: - Structures
public struct Constants {
static let patternSize: CGFloat = 30.0
static let patternRepeatCount = 2
}
// MARK: - Constants
enum PatternDirection: CaseIterable {
case left
case top
case right
case bottom
}
// MARK: - Properties
var fillColor: [CGFloat] = [1.0, 0.0, 0.0, 1.0]
var direction: PatternDirection = .top
// Callback that draws a single pattern, a triangle
let drawTriangle: CGPatternDrawPatternCallback = { _, context in
let trianglePath = UIBezierPath(triangleIn:
CGRect(x: 0, y: 0, width: Constants.patternSize, height: Constants.patternSize))
context.addPath(trianglePath.cgPath)
context.fillPath()
}
// MARK: - Initialization
init(fillColor: [CGFloat], direction: PatternDirection = .top) {
self.fillColor = fillColor
self.direction = direction
super.init(frame: CGRect.zero)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// MARK: - Drawing
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
// Background fill
UIColor.white.setFill()
context.fill(rect)
// Set up color space
let baseSpace = CGColorSpaceCreateDeviceRGB()
let patternSpace = CGColorSpace(patternBaseSpace: baseSpace)!
context.setFillColorSpace(patternSpace)
// Pattern that draws the triangle
var callbacks = CGPatternCallbacks(
version: 0, drawPattern: drawTriangle, releaseInfo: nil)
// Set up the pattern dimensions
let patternStepX: CGFloat = rect.width / CGFloat(Constants.patternRepeatCount)
let patternStepY: CGFloat = rect.height / CGFloat(Constants.patternRepeatCount)
let patternOffsetX: CGFloat = (patternStepX - Constants.patternSize) / 2.0
let patternOffsetY: CGFloat = (patternStepY - Constants.patternSize) / 2.0
// Set up the transformation matrix based on the pattern direction
var transform: CGAffineTransform
switch direction {
case .top:
transform = .identity
case .right:
transform = CGAffineTransform(rotationAngle: CGFloat(0.5 * .pi))
case .bottom:
transform = CGAffineTransform(rotationAngle: CGFloat(1.0 * .pi))
case .left:
transform = CGAffineTransform(rotationAngle: CGFloat(1.5 * .pi))
}
// Add an offset (margin) so the patterns line up nicely with each other
transform = transform.translatedBy(x: patternOffsetX, y: patternOffsetY)
// Create the pattern
let pattern = CGPattern(
info: nil,
bounds: CGRect(x: 0, y: 0, width: Constants.patternSize, height: Constants.patternSize),
matrix: transform,
xStep: patternStepX,
yStep: patternStepY,
tiling: .constantSpacing,
isColored: false,
callbacks: &callbacks)
// Set the pattern
context.setFillPattern(pattern!, colorComponents: fillColor)
// Paint the rectangle with the pattern
context.fill(rect)
}
}
// MARK: - UIBezierPath extension
extension UIBezierPath {
convenience init(triangleIn rect: CGRect) {
self.init()
// Draw out the triangle path
let topOfTriangle = CGPoint(x: rect.width / 2, y: 0)
let bottomLeftOfTriangle = CGPoint(x: 0, y: rect.height)
let bottomRightOfTriangle = CGPoint(x: rect.width, y: rect.height)
self.move(to: topOfTriangle)
self.addLine(to: bottomLeftOfTriangle)
self.addLine(to: bottomRightOfTriangle)
self.close()
}
}
3. Game.swift
import UIKit
class Game {
// MARK: - Properties
let maxAttemptsAllowed = 5
let colorSelections = [UIColor.blue, UIColor.red, UIColor.magenta]
let totalPatternCount: Int
var score: Int
var attempt: Int
var answers: [PatternView.PatternDirection]
private var majorityPatternCount: Int {
return totalPatternCount / 2 + 1
}
// MARK: - Object Lifecycle
init(patternCount count: Int) {
totalPatternCount = count
score = 0
attempt = 0
answers = []
}
// MARK: - Gameplay
func play(_ guess: PatternView.PatternDirection) -> (correct: Bool, score: Int)? {
if done() {
return nil
}
if guess == answers[attempt] {
score = score + 1
attempt = attempt + 1
return (true, score)
} else {
attempt = attempt + 1
return (false, score)
}
}
func setupNextPlay() -> (directions: [PatternView.PatternDirection], colors: [UIColor]) {
var directions: [PatternView.PatternDirection] = []
var colors: [UIColor] = []
// Get a list of directions that don't belong to the correct answer
let wrongDirections = PatternView.PatternDirection.allCases.filter{
$0 != answers[attempt]
}
// Get a random number of correct answers to fill, to maintain the majority
let numberOfCorrectPatterns = Int.random(in: majorityPatternCount ..< totalPatternCount)
// Fill out the return info
for index in 0..<totalPatternCount {
// Front load with the correct answer
if index < numberOfCorrectPatterns {
directions.append(answers[attempt])
} else {
// Next, randomly assign wrong answers
directions.append(wrongDirections.randomElement()!)
}
// Pick a random color for the pattern
colors.append(colorSelections.randomElement()!)
}
// Randomly reorder the directions
directions.shuffle()
return (directions, colors)
}
func done() -> Bool {
return attempt >= maxAttemptsAllowed
}
func reset() {
score = 0
attempt = 0
answers.removeAll()
generatePlays()
}
}
// MARK: - Private methods
private extension Game {
func generatePlays() {
// Pick the random direction that will be the dominant one
let allPatternDirections = PatternView.PatternDirection.allCases
answers = (0..<maxAttemptsAllowed).map{ _ in
allPatternDirections.randomElement()!
}
}
}
4. GameViewController.swift
import UIKit
class GameViewController: UIViewController {
// MARK: - Outlets
@IBOutlet weak var scoreLabel: UILabel!
@IBOutlet weak var item1PatternView: PatternView!
@IBOutlet weak var item2PatternView: PatternView!
@IBOutlet weak var item3PatternView: PatternView!
@IBOutlet weak var item4PatternView: PatternView!
@IBOutlet weak var leftButton: UIButton!
@IBOutlet weak var topButton: UIButton!
@IBOutlet weak var bottomButton: UIButton!
@IBOutlet weak var rightButton: UIButton!
@IBOutlet weak var choiceFeedbackLabel: UILabel!
// MARK: - Properties
let numberOfPatterns = 4
var game: Game?
var score: Int? {
didSet {
if let score = score, let game = game {
scoreLabel.text = "\(score) / \(game.maxAttemptsAllowed)"
}
}
}
// MARK: - View Lifecycle
override func viewDidLoad() {
super.viewDidLoad()
game = Game(patternCount: numberOfPatterns)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
game?.reset()
score = game?.score
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
showNextPlay()
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "resultSegue" {
if let destinationViewController = segue.destination as? ResultViewController {
destinationViewController.score = score
}
}
}
// MARK: - Actions
@IBAction func choiceButtonPressed(_ sender: UIButton) {
switch sender {
case leftButton:
play(.left)
case topButton:
play(.top)
case bottomButton:
play(.bottom)
case rightButton:
play(.right)
default:
play(.left)
}
}
}
// MARK: - Private methods
private extension GameViewController {
func showNextPlay() {
guard let game = game else { return }
// Check if the game is still in progress
if !game.done() {
// Get the next set of directions and colors for the pattern views
let (directions, colors) = game.setupNextPlay()
// Update the pattern views
setupPatternView(item1PatternView, towards: directions[0], havingColor: colors[0])
setupPatternView(item2PatternView, towards: directions[1], havingColor: colors[1])
setupPatternView(item3PatternView, towards: directions[2], havingColor: colors[2])
setupPatternView(item4PatternView, towards: directions[3], havingColor: colors[3])
// Re-enable the buttons and hide the answer feedback
controlsEnabled(true)
}
}
func controlsEnabled(_ on: Bool) {
// Enable or disable the buttons
leftButton.isEnabled = on
topButton.isEnabled = on
bottomButton.isEnabled = on
rightButton.isEnabled = on
// Show or hide the feedback on the answer
choiceFeedbackLabel.isHidden = on
}
// Sets up the pattern view given a diretion and color
func setupPatternView(
_ patternView: PatternView,
towards: PatternView.PatternDirection,
havingColor color: UIColor
) {
patternView.direction = towards
patternView.fillColor = color.rgba
patternView.setNeedsDisplay()
}
// Displays the results of the choice
func displayResults(_ correct: Bool) {
if correct {
print("You answered correctly!")
choiceFeedbackLabel.text = "\u{2713}" // checkmark
choiceFeedbackLabel.textColor = .green
} else {
print("That one got you.")
choiceFeedbackLabel.text = "\u{2718}" // wrong (X)
choiceFeedbackLabel.textColor = .red
}
// Visual indicator of correctness
UIView.animate(withDuration: 0.5, animations: {
self.choiceFeedbackLabel.transform = CGAffineTransform(scaleX: 1.8, y: 1.8)
}, completion: { _ in
UIView.animate(withDuration: 0.5) {
self.choiceFeedbackLabel.transform = CGAffineTransform(scaleX: 1.0, y: 1.0)
}
})
}
// Processes the play and displays the result
func play(_ selection: PatternView.PatternDirection) {
// Temporarily disable the buttons and make the feedback label visible
controlsEnabled(false)
// Check if the answer is correct
if let result = game?.play(selection) {
// Update the score
score = result.score
// Show whether the answer is correct or not
displayResults(result.correct)
}
// Wait a little before showing the next play or transition to the
// end game view
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(2000)) {
if (self.game?.done())! {
self.performSegue(withIdentifier: "resultSegue", sender: nil)
} else {
self.showNextPlay()
}
}
}
}
// MARK: - UIColor extension
extension UIColor {
// Returns an array that splits out the RGB and Alpha values
var rgba: [CGFloat] {
var red: CGFloat = 0
var green: CGFloat = 0
var blue: CGFloat = 0
var alpha: CGFloat = 0
getRed(&red, green: &green, blue: &blue, alpha: &alpha)
return [red, green, blue, alpha]
}
}
下面就是實(shí)現(xiàn)效果
后記
本篇主要講述了一個簡單小游戲酷鸦,感興趣的給個贊或者關(guān)注~~~