前言:最近公司部门在组织团建,需要准备准备两个团建小游戏,
分别是“数字速算升级版”和“你话我猜升级版”。
小编琢磨了一下,发现这个两个小项目很适合入门iOS,故这篇文章诞生了。
本篇将介绍iOS 小游戏项目——你画我猜升级版。
希望通过这篇文章,能够帮助对iOS感兴趣的同学快速入门iOS。
我们先来看看效果图:
效果图一、项目需求:
- UI层面:
比较基础,上面三个Label显示数据(分别是:错误数、倒计时、正确数),中间的一个大Label显示所猜词条,下面三个Button分别对应(答错、开始/复位、答对)。
图解:
UI
-
逻辑层面:
- 点击对/错按钮,对应的Label的数字要
+1
。 - 做一个计时器,游戏时长定为
300
秒,时间到0时,结束游戏,对错按钮禁止点击。 - 点击开始、对/错按钮 中间的词条都需要更新。
- 点击开始按钮,出现一个弹窗,点击确定,开始倒计时。
- 点击对/错按钮,对应的Label的数字要
-
词库搭建:
- 词库难度分为5个等级,等级越高,抽到的概率越小。
- 词库去重处理,抽到的词条不再显示。
- 概率算法。
二、实现思路:
1. UI层面:
- 方式一:storyboard(拖控件、加约束)
- 方式二:纯代码
项目中,我选择的storyboard。独立开发时,用storyboard比较高效。
日常还是多用纯代码比较好,毕竟代码是万能的~
@property (weak, nonatomic) IBOutlet UILabel *wordLabel;//!< 猜题Label
@property (weak, nonatomic) IBOutlet UILabel *secondsLabel;//!< 计时Label
@property (weak, nonatomic) IBOutlet UILabel *correctLabel;//!< 成功计数Label
@property (weak, nonatomic) IBOutlet UILabel *wrongLabel;//!< 失败计数Label
@property (weak, nonatomic) IBOutlet UIButton *correctButton;//!< 成功按钮
@property (weak, nonatomic) IBOutlet UIButton *wrongButton;//!< 失败按钮
@property (weak, nonatomic) IBOutlet UIButton *startButton;//!< 开始按钮
2. 业务逻辑:
- 所要保存的属性:
@property (nonatomic, assign) NSUInteger seconds;//!< 剩余时间
@property (nonatomic, assign) NSInteger correctCount;//!< 答对题数
@property (nonatomic, assign) NSInteger wrongCount;//!< 答错题数
@property (nonatomic, strong) QiGuessWords *guessWords;//!< 词条(题目)
@property (nonatomic, strong) NSTimer *timer;//!< 计时器
- 开始按钮业务逻辑:
//! 开始按钮点击事件
- (IBAction)startButtonClicked:(UIButton *)sender {
NSString *message = [NSString stringWithFormat:@"确定要 %@ 吗?", sender.currentTitle];
UIAlertController *alertController = [UIAlertController alertControllerWithTitle:nil message:message preferredStyle:UIAlertControllerStyleAlert];
UIAlertAction *cancelAction = [UIAlertAction actionWithTitle:@"取消" style:UIAlertActionStyleCancel handler:nil];
UIAlertAction *confirmAction = [UIAlertAction actionWithTitle:sender.currentTitle style:UIAlertActionStyleDefault handler:^(UIAlertAction * _Nonnull action) {
sender.selected = !sender.selected;
self.correctButton.enabled = !self.correctButton.enabled;
self.wrongButton.enabled = !self.wrongButton.enabled;
if (sender.selected) {
self.wordLabel.text = self.guessWords.randomWord;
[self startTimer];
} else {
[self resetElements];
}
}];
[alertController addAction:cancelAction];
[alertController addAction:confirmAction];
[self.navigationController presentViewController:alertController animated:YES completion:nil];
}
- 成功/失败按钮业务逻辑:
//! 成功按钮点击事件
- (IBAction)correctButtonClicked:(id)sender {
_correctLabel.text = [NSString stringWithFormat:@"%li",(long)++_correctCount];
_wordLabel.text = _guessWords.randomWord;
}
//! 失败按钮点击事件
- (IBAction)wrongButtonClicked:(id)sender {
_wrongLabel.text = [NSString stringWithFormat:@"%li",(long)++_wrongCount];
_wordLabel.text = _guessWords.randomWord;
}
- 定时器相关代码:
#pragma mark - Private functions
- (void)startTimer {
[self stopTimer];
_timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(countDown) userInfo:nil repeats:YES];
}
- (void)stopTimer {
[_timer invalidate];
_timer = nil;
}
- (void)countDown {
_secondsLabel.text = [NSString stringWithFormat:@"%li", (long)--_seconds];
if (_seconds <= 0) {
[self stopTimer];
_correctButton.enabled = NO;
_wrongButton.enabled = NO;
}
else if (_seconds < 30) {
_secondsLabel.textColor = [UIColor redColor];
}
}
- 重置元素逻辑:
- (void)resetElements {
_wordLabel.text = @"";
_seconds = 300;
_wrongCount = 0;
_correctCount = 0;
_secondsLabel.text = [NSString stringWithFormat:@"%li", (long)_seconds];
_correctLabel.text = [NSString stringWithFormat:@"%li", (long)_correctCount];
_wrongLabel.text = [NSString stringWithFormat:@"%li", (long)_wrongCount];
_correctButton.enabled = NO;
_wrongButton.enabled = NO;
_startButton.enabled = YES;
[self stopTimer];
}
三、难点:词库工具
词库的难点在于:去重、分级、按概率抽题。
在QiGuessWords.h
中,
- 先定义一个枚举:表示题的难度系数
typedef NS_ENUM(NSUInteger, QiGuessWordsType) {
QiGuessWordsTypePrimary,
QiGuessWordsTypeMiddle,
QiGuessWordsTypeSenior,
QiGuessWordsTypeComplex,
QiGuessWordsTypeCustom
};
- 暴露一个属性,直接出随机词条。甚至暴露一个方法,直接返回一个指定难度的随机的词条数组。
@property (nonatomic, copy) NSString *randomWord;
- (NSArray<NSString *> *)randomWordsWithType:(QiGuessWordsType)type count:(NSUInteger)count;
在QiGuessWords.m
中,
- init方法
- (instancetype)init {
self = [super init];
if (self) {
NSString *primaryWords = @"螃蟹,口红...";
NSString *middleWords = @"班主任,放风筝...";
NSString *seniorWords = @"落井下石,七上八下...";
NSString *complexWords = @"低头思故乡,处处闻啼鸟...";
NSString *customWords = @"TCP,360杀毒...";
_primaryWords = [primaryWords componentsSeparatedByString:@","].mutableCopy;
_middleWords = [middleWords componentsSeparatedByString:@","].mutableCopy;
_seniorWords = [seniorWords componentsSeparatedByString:@","].mutableCopy;
_complexWords = [complexWords componentsSeparatedByString:@","].mutableCopy;
_customWords = [customWords componentsSeparatedByString:@","].mutableCopy;
_allWords = @[_primaryWords, _middleWords, _seniorWords, _complexWords, _customWords];
}
return self;
}
- Getter方法:
注意这里三元表达式的运用。
思想:系统算出一个0~9的随机数,
随机数 | 词条类型 | 概率 |
---|---|---|
0,1,2 | primaryWords(初级) | 30% |
3,4 | middleWords(中等) | 20% |
5,6 | seniorWords(高级) | 20% |
7 | complexWords(复杂) | 10% |
8,9 | customWords(自定义) | 20% |
#pragma mark - Getters
- (NSString *)randomWord {
NSUInteger r = arc4random() % 10;
NSUInteger i = r < 2? 0: r < 4? 1: r < 6? 2: r < 7? 3: 4;
NSMutableArray<NSString *> *words = _allWords[i];
if (words.count == 0) {
return self.randomWord;
} //!< 所有数据取完后会造成死循环
NSUInteger index = arc4random() % words.count;
NSString *randomWord = words[index];
[words removeObject:randomWord];
return randomWord;
}
最后,工程源码:游戏源码
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