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因为公司项目需要,最近在学习IOS开发,为了巩固我的学习,我想着能不能把以前用C# 开发的拼图游戏移植到 Iphone 上呢,然后我就开始了这一移植的历程,因为这是第二次做这个游戏了,所以想的也就比较深入,对以前的算法进行了优化,借助系统提供的API又节省了不少代码。个人感觉这个游戏还是挺成功的。
界面设计:
开始之后:
算法:
自定义一个控件,有两个属性 ImageTag 和ImageIndex,ImageTag用来存储控件的位置,ImageIndex 用来存储图片的序号,tag 的取值范围是0 - 15
一张图片分割成4 *4 =16 张小图,从 0 开始标号,初始的时候,tag 和index相等的,
当向下滑动时,它与它的ImageTag +4的图片互换,
当向上的时间 ,取p_w_picpathTag-4,
当向左的时候,取ImageTag-1,
当向右的时候,取p_w_picpathTag+1,
改变图片后index也跟着改变,tag不变,用 tag==index来判断图片是否复位,当所有的图片都复位了,拼图也就完成了
我的想法是能不能利用系统提供的手势来移动UIImageView 控件呢,然后我就写了一个测试程序,发现手势操作只能控制View的移动,不能移动UIImageView,
所以要改变一下思路,把一个UIImageView控件加到一个View中,做成一个自定义控件,问题解决:
import Foundation import UIKit class PImageView:UIView { // init(p_w_picpath: UIImage!) // { // // super.init(p_w_picpath:p_w_picpath) // } var parentView:ViewController! var p_w_picpathView:UIImageView! init(frame: CGRect) { super.init(frame: frame) var temp=frame temp.origin=CGPointMake(0, 0) p_w_picpathView=UIImageView(frame:temp) self.addSubview(p_w_picpathView) var recognizer1=UISwipeGestureRecognizer() recognizer1.addTarget(self, action:"handleSwipeView:") recognizer1.direction=UISwipeGestureRecognizerDirection.Right var recognizer2=UISwipeGestureRecognizer() recognizer2.addTarget(self, action:"handleSwipeView:") recognizer2.direction=UISwipeGestureRecognizerDirection.Left var recognizer3=UISwipeGestureRecognizer() recognizer3.addTarget(self, action:"handleSwipeView:") recognizer3.direction=UISwipeGestureRecognizerDirection.Up var recognizer4=UISwipeGestureRecognizer() recognizer4.addTarget(self, action:"handleSwipeView:") recognizer4.direction=UISwipeGestureRecognizerDirection.Down self.addGestureRecognizer(recognizer1) self.addGestureRecognizer(recognizer2) self.addGestureRecognizer(recognizer3) self.addGestureRecognizer(recognizer4) } func handleSwipeView(recognizer:UISwipeGestureRecognizer!) { var dir:String! if recognizer.direction.value==UISwipeGestureRecognizerDirection.Down.value { dir="Down" NSLog("move Down") } if recognizer.direction.value==UISwipeGestureRecognizerDirection.Up.value { dir="Up" NSLog("move Up") } if recognizer.direction.value==UISwipeGestureRecognizerDirection.Left.value { dir="Left" NSLog("move Left") } if recognizer.direction.value==UISwipeGestureRecognizerDirection.Right.value { dir="Right" NSLog("move Right") } //NSLog("tag:%d", self.p_w_picpathTag) parentView.moveImages(self, directionStr: dir) } func initWithTagAndIndex(myTag:Int! ,myIndex:Int!) { self.p_w_picpathIndex=myIndex self.p_w_picpathTag=myTag } func checkTagAndIndexValueIsSame()->Bool { return self.p_w_picpathIndex==self.p_w_picpathTag } var p_w_picpathTag:Int! var p_w_picpathIndex:Int! }
这个是自定义View的代码,初始化的时候设置View的iamgeIndex和 p_w_picpathTag,设置图片,注册系统手势操作
调用它的checkTagAndIndexValueIsSame() 方法来检测图片是否复位.
我们再看看主界面代码:
import UIKit class ViewController: UIViewController { @IBOutlet var v_allImageViews : UIView var screenWidth:CGFloat! var screenHeight:CGFloat! var dicImages:NSMutableDictionary! var dicIndexValues:NSMutableDictionary! var LocationX:Int = 0 var locationY:Int=0 override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view, typically from a nib. //var p_w_picpathView:UIImageView //var p_w_picpath:UIImage var myImage:UIImage self.screenWidth=self.view.frame.size.width self.screenHeight=self.view.frame.size.height var colWidth=(self.screenWidth-24)/4 var rowHeight=(self.screenHeight-184)/4 myImage=UIImage(named:"7.jpg") dicImages=NSMutableDictionary() var p_w_picpathW=myImage.size.width/4 var p_w_picpathH=myImage.size.height/4 var num=0 while(num<16) { var row = Float( num/4) var col = Float(num%4) NSLog("row:%.2f col:%.2f\r\n", row,col) var rect = CGRectMake(p_w_picpathW * col, p_w_picpathH * row, p_w_picpathW, p_w_picpathH) var tem=CGRectMake(10+colWidth * col+col, 40+rowHeight * row+row, colWidth, rowHeight) var sv=PImageView(frame: tem) // sv.frame.origin=CGPointMake(10+colWidth * col+col, 40+rowHeight * row+row) // sv.frame.size=CGSizeMake(colWidth, rowHeight) sv.backgroundColor=UIColor.lightGrayColor() // var frm=CGRect() // var p_w_picpathView=PImageView(frame:frm) // p_w_picpathView.frame.origin=CGPointMake(0, 0) // p_w_picpathView.frame.size=CGSizeMake(colWidth, rowHeight) // p_w_picpathView.backgroundColor=UIColor.redColor() sv.initWithTagAndIndex(num,myIndex: num) var p_w_picpath=getImage(myImage,rect: rect) if(num==0){ sv.p_w_picpathView.p_w_picpath=p_w_picpath } else { //var data = UIImagePNGRepresentation(p_w_picpath) dicImages.setObject(p_w_picpath, forKey:String( num)) sv.p_w_picpathView.p_w_picpath=p_w_picpath } sv.parentView=self self.v_allImageViews.addSubview(sv) //self.view.addSubview(p_w_picpathView) num++ } NSLog("dic count: %d ", dicImages.count) } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() // Dispose of any resources that can be recreated. } func getImage(img:UIImage, rect:CGRect)->UIImage { var im:UIImage var p_w_picpathPartRef:CGImageRef var p_w_picpathRef:CGImageRef p_w_picpathRef=img.CGImage p_w_picpathPartRef=CGImageCreateWithImageInRect(p_w_picpathRef, rect) im=UIImage(CGImage: p_w_picpathPartRef) //CGImageRelease(p_w_picpathPartRef) return im } @IBOutlet var btnStart : UIButton //开始游戏 @IBAction func start(sender : AnyObject) { var vFrist = self.v_allImageViews.subviews[0] as PImageView vFrist.p_w_picpathView.p_w_picpath=nil dicIndexValues=NSMutableDictionary() var num=1 dicIndexValues.setObject(0, forKey: 0) var arr:NSArray = ["0"] while(num<self.v_allImageViews.subviews.count) { var myindex=arc4random()%15+1; //if(!dicIndexValues.allValues.(String(myindex))) //var obj = arr.indexOfObject(String(myindex)) if (!arr.containsObject(String(myindex))) { arr = arr.arrayByAddingObject(String(myindex)) dicIndexValues.setObject(String( myindex), forKey: num) NSLog("key :%d value: %@\r\n",num, String( myindex)) //var data = dicImages.objectForKey(String( myindex)) var v_img = self.v_allImageViews.subviews[num] as PImageView v_img.p_w_picpathView.p_w_picpath = dicImages.objectForKey(String(myindex)) as UIImage v_img.p_w_picpathIndex=Int( myindex) num++ // NSLog("tag:%d index:%d", v_img.p_w_picpathTag,v_img.p_w_picpathIndex) } } } //动画切换图片(没有加入动画,只是简单的移动) func moveImages(myImageView:PImageView,directionStr:String! ) { var myTag=myImageView.p_w_picpathTag let anotherCharacter:String=directionStr var num=0 switch anotherCharacter { case "Up": num = -4 NSLog("up") case "Down": num = 4 NSLog("Down") case "Left": num = -1 case "Right": num = 1 default: NSLog("default") } //边界检查 if (myTag + num)>=0 && (myTag + num) <= 15 { var v_img = self.v_allImageViews.subviews[myTag + num] as PImageView //判断目标位置是否为空 if v_img.p_w_picpathIndex != 0 { return } var tempImage=myImageView.p_w_picpathView.p_w_picpath //dicImages.objectForKey(String(myImageView.p_w_picpathIndex)) as UIImage v_img.p_w_picpathView.p_w_picpath=tempImage v_img.p_w_picpathIndex=myImageView.p_w_picpathIndex myImageView.p_w_picpathIndex=0 myImageView.p_w_picpathView.p_w_picpath=nil } //up -4 >=0 //down +4 <=15 //left -1>=0 //right +1<=15 //检测是否完成 var indexValue=0 var isComplate:Bool = false while (indexValue < self.v_allImageViews.subviews.count) { var tempView = self.v_allImageViews.subviews[myTag + num] as PImageView if !tempView.checkTagAndIndexValueIsSame() { return } indexValue++ } //弹出消息,完成拼图 NSLog("p_w_picpath Tag:%d ,direction:%@", myImageView.p_w_picpathTag,directionStr) } }
每移动一步就检测一次.当遇到第一个没复位的就反回,如果所有都 复位了则游戏完成了.
代码请看附件
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