在我的 ViewController 中,我添加了一个 UISegmentedControl 来执行不同的任务来选择不同的分段控件。它是一款纸牌配对游戏。
一切似乎都很好,除了分段控件没有对选择做出反应..,我创建了一个开关来在“twoCardGame”和“threeCardGame”的情况下做一些事情。
据我了解,用枚举定义这些变量会很好,我在控制器的顶部做了这些,但似乎我在其中遗漏了一些东西..
抱歉,如果它不是那么直接,但我的控制器非常简短,如果你能告诉我我在 UISegmentedControl 方面做错了什么,我将不胜感激。
这里是:
#import "CardGameViewController.h"
#import "PlayingCardsDeck.h"
#import "CardMatchingGame.h"
enum CardGame {
twoCardGame,
threeCardGame
};
@interface CardGameViewController ()
@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 (weak, nonatomic) IBOutlet UISegmentedControl *numberOfCardsToPlayWith;
@end
@implementation CardGameViewController
//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]];
_game.numberOfCardsToPlayWith = [self selectNumberOfCardsToPlayWith];
}
return _game;
}
//creating a setter for the IBOutletCollection cardButtons
-(void)setCardButtons:(NSArray *)cardButtons {
_cardButtons = cardButtons;
[self updateUI];
}
- (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.isUnplayable;
cardButton.alpha = card.isUnplayable ? 0.3 : 1.0;
}
self.scoreCounter.text = [NSString stringWithFormat:@"Score: %d", self.game.score];
}
//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]];;
[self updateUI];
}
//sending an alert if the user clicked on new game button
- (IBAction)newGame:(UIButton *)sender {
UIAlertView* mes=[[UIAlertView alloc] initWithTitle:@"Think about it for a sec..?" message:@"This will start a new game" delegate:self cancelButtonTitle:@"No" otherButtonTitles:@"Yes", nil];
[mes show];
}
- (NSUInteger)selectNumberOfCardsToPlayWith {
switch (self.numberOfCardsToPlayWith.selectedSegmentIndex) {
case twoCardGame:
return 2;
case threeCardGame:
return 3;
default:
return 2;
}
[self updateUI];
}
//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.game = nil;
for (UIButton *button in self.cardButtons) {
Card *card = [self.game cardAtIndex:[self.cardButtons indexOfObject:button]];
card.isUnplayable = NO;
card.isFaceUp = NO;
button.alpha = 1;
}
self.notificationLabel.text = nil;
[self updateUI];
}
}
@end