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(6/18)重学Standford_iOS7开发_控制器多态性、导航控制器、选项卡栏控制器_课程笔记

作者:佚名      IOS开发编辑:admin      更新时间:2022-07-23

  终于有时间跟新了,两周时间复(yu)习(xi)了5门考试累觉不爱。。。。。。

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第六课

  1、控制器多态性

    这里控制器多态性是指在控制器中使用继承,通过继承构造通用视图控制器(ViewController),在具体的MVC中继承通用视图控制器实现具体功能(通常是父类中的抽象方法)

    注意:objective-C并没有abstract关键字,因此通常要通过注释的方式说明,抽象方法需要在.h文件中声明,一般实现文件中的抽象方法没有具体功能,只返回nil。

    storyboard的多态控制器类需要在属性检查器中更改指定的类。

    说明:通过继承,父类中的连接也会被完整的继承下来,如输出口(Outlet)等。

    demo地址:https://github.com/NSLogMeng/Stanford_iOS7_Study/commit/238167d6080df94e0383aceccab6d16fea290af2

  2、多MVC

    理解:多MVC基本组合方式,子MVC作为父MVC的视图(View)呈现。

      

    (1)UINavigationController(以日历应用为例)

      1) Navigation Bar 

        a.title 当前MVC的标题,与内容有关

        b.navigationItem.rightBarButtonItems(ViewController属性)  功能按钮(注意与UIButton区别,UIBarButton的数组,即可以嵌入多个BarButton)

        c.Back Button (一般由UINavigationController自动设定,默认为上一MVC的title,长度较长时显示为back,亦可自行设置) 

          当点击当前MVC的back时,当前MVC会被释放,返回前一个MVC

      2)toolbarItems (ViewController属性)

        底部出现(an NSArray of UIBarButtonItems )

      3)rootViewController

        指向一个MVC的controller,作为根MVC

//UINavigationController常用方法

- (instancetype)initWithRootViewController:(UIViewController *)rootViewController; // 设置根视图控制器
- (void)pushViewController:(UIViewController *)viewController animated:(BOOL)animated; //压入新视图
- (UIViewController *)popViewControllerAnimated:(BOOL)animated;//弹出当前视图
//navigationBar
@PRoperty(nonatomic,getter=isNavigationBarHidden) BOOL navigationBarHidden;
- (void)setNavigationBarHidden:(BOOL)hidden animated:(BOOL)animated;

//toolbar
@property(nonatomic,getter=isToolbarHidden) BOOL toolbarHidden NS_AVAILABLE_IOS(3_0);
- (void)setToolbarHidden:(BOOL)hidden animated:(BOOL)animated NS_AVAILABLE_IOS(3_0);

 

    (2)segue(非常重要,MVC间切换的基础)

        push:一种以push,pop方式在UINavigationController上进行MVC切换的方式   

        identifier:用来表示push,方便在代码中使用

 1 //需要跳转时的Action
 2 - (IBAction)rentEquipment
 3 {
 4     if (self.snowTraversingTalent == Skiing) {
 5         [self performSegueWithIdentifier:@“AskAboutSkis” sender:self];
 6     } else {
 7         [self performSegueWithIdentifier:@“AskAboutSnowboard” sender:self];
 8     } 
 9 }
10 
11 //为各segue做跳转前的准备
12 - (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
13     if ([segue.identifier isEqualToString:@“DoSomething”]) {
14         if ([segue.destinationViewController isKindOfClass:[DoSomethingVC class]])         {
15             DoSomethingVC *doVC = (DoSomethingVC *)segue.destinationViewController;
16 doVC.neededInfo = ...; }
17 } 
18 }
19 
20 //segue跳转判断
21 - (BOOL)shouldPerformSegueWithIdentifier:(NSString *)identifier sender:(id)sender {
22     if ([segue.identifier isEqualToString:@“DoAParticularThing”]) {
23         return [self canDoAParticularThing] ? YES : NO;
24     }
25 }

        注意:segue跳转的准备工作中并未设置好输出口,因此不能直接赋值给新MVC的输出口,MVC中需要设置API来接收数据。 

    (3)demo : Attributor Stats

       Use a UINavigationController to show “statistics” on colors and outlining in Attributor. 

      demo地址:https://github.com/NSLogMeng/Stanford_iOS7_Study/commit/fba52faaefd72cb1d4e0ef0c9029092fd5749f63

    (4)UITabBarController(以时钟应用为例)

//设置选项个数,一般不超过5个,超过5个时,第五个及其他将集合在最后一栏
@property (nonatomic, strong) NSArray *viewControllers;

  3、作业

    要求:a.在Matchismo 的基础上添加一个新的MVC作为Set纸牌匹配游戏。

       b.新的Set纸牌游戏与原纸牌游戏类似(3张牌匹配模式)

       c.原游戏的功能保留,可以适当删减或更改UI(原要求是取消UISegmentedControll) 

       d.使用UITabBarController将两个游戏分开

       e.Set纸牌的数目可能会与之前不同,选择合适的UI尺寸

       f.使用▲ ● ■  以及NSAttributedString 来表示Set纸牌的三个属性(形状,颜色,阴影)

       g.每个游戏必须展示当前的得分状况,并允许用户重置

       h.使用NSAttributedString来记录并展示纸牌匹配状况

       i.使用UINavigationController 添加新的MVC来详细展示纸牌匹配情况的历史

       Set纸牌游戏规则:Wikipedia 或 百度百科

  作业解析:

      最终实现效果如下图:

        

      实现过程:

         针对上次作业的结果对纸牌游戏再次进行抽象化并添加Set纸牌游戏

抽象化结果:https://github.com/NSLogMeng/Stanford_iOS7_Study/commit/58afa7577cb339328819fccb5422aef27fd843ff

a.添加Set及Model的抽象化

SetCard

  SetCard的匹配详见作业要求中的规则,此处判定匹配成功则score为1,否则为0(仅作为判定标记,也可以根据自己喜好自定义分数规则)

 1 #import "Card.h"
 2  
 3 @interface SetCard : Card
 4  
 5 @property (strong,nonatomic) NSString *suit;//  ▲ ● ■
 6 @property (strong,nonatomic) NSString *color;// red green purple
 7 @property (nonatomic) BOOL shading;
 8 
 9 + (NSArray *)validSuits;
10 + (NSArray *)validColors;
11 + (NSUInteger)shadingNumber;
12 
13 @end
 1 #import "SetCard.h"
 2 
 3 @interface SetCard()
 4 
 5 @end
 6 
 7 @implementation SetCard
 8 
 9 - (NSString *)contents
10 {
11     return nil;
12 }
13 
14 - (int)match:(NSArray *)otherCards
15 {
16     int score = 0;
17    
18     if ([otherCards count] == 2)
19     {
20         SetCard *firstCard = [otherCards firstObject];
21         SetCard *secondCard = [otherCards lastObject];
22         if ([self.suit isEqualToString:firstCard.suit] && [firstCard.suit isEqualToString:secondCard.suit])
23         {
24             score += 1;
25         }
26         else if (![self.suit isEqualToString:firstCard.suit] && ![self.suit isEqualToString:secondCard.suit] && ![firstCard.suit isEqualToString:secondCard.suit])
27         {
28             score += 1;
29         }
30         else
31         {
32             score -= 1;
33         }
34         
35         if ([self.color isEqualToString:firstCard.color] && [firstCard.color isEqualToString:secondCard.color])//全相等
36         {
37             score += 1;
38         }
39         else if (![self.color isEqualToString:firstCard.color] && ![self.color isEqualToString:secondCard.color] && ![firstCard.color isEqualToString:secondCard.color])//全不相等
40         {
41             score += 1;
42         }
43         else
44         {
45             score -= 1;
46         }
47         
48         if ((self.shading == firstCard.shading) && (firstCard.shading == secondCard.shading))
49         {
50             score += 1;
51         }
52         else
53         {
54             score -= 1;
55         }
56 
57     }
58     
59     if (score == 3)
60     {
61         score = 1;
62     }
63     else
64     {
65         score = 0;
66     }
67     
68     return score;
69 }
70 
71 + (NSArray *)validSuits
72 {
73     return @[@"▲",@"▲▲",@"▲▲▲",@"●",@"●●",@"●●●",@"■",@"■ ■",@"■ ■ ■"];
74 }
75 
76 + (NSArray *)validColors
77 {
78     return @[@"red",@"green",@"purple"];
79 }
80 
81 
82 + (NSUInteger)shadingNumber
83 {
84     return 2;
85 } 

SetCardDeck

  与PlayingCardDeck类似

1 #import "Deck.h"
2 
3 @interface SetCardDeck : Deck
4 
5 @end
 1 #import "SetCardDeck.h"
 2 #import "SetCard.h"
 3 
 4 @implementation SetCardDeck
 5 
 6 - (instancetype) init
 7 {
 8     self = [super init];
 9     if (self)
10     {
11         for (NSString *suit in [SetCard validSuits])
12         {
13             for (NSString *color in [SetCard validColors])
14             {
15                     for (NSUInteger i = 0; i < [SetCard shadingNumber]; i++)
16                     {
17                         SetCard *card = [[SetCard alloc] init];
18                         card.suit = suit;
19                         card.color = color;
20                         card.shading = (i<1) ? true : false;
21                         
22                         [self addCard:card];
23                     }
24             }
25         }
26     }
27     return self;
28 }
29 
30 @end

CardMatchingGame的抽象化

  上次作业中我们的CardMatchingGame只针对PlayingCard的匹配规则及方法在SetCard中任然类似或适用,因此我们抽象化CardMatchingGame,使其成为PlayingCardMatchingGame与SetCardMatchingGame的超类。

首先我们根据作业要求我们添加gameStateHistory属性来保存游戏进行的历史数据,由于可能会出现多纸牌匹配,因此添加validOfOtherCards属性来获取其余纸牌的内容。因为gameState属性最好使用只读属性,因此我们在超类中去除此属性而在子类中实现

 1 #import <Foundation/Foundation.h>
 2 #import "Deck.h"
 3 #import "Card.h"
 4 
 5 static const int MISMATCH_PENALTY = 2;
 6 static const int MATCH_BOUNDS = 4;
 7 static const int COST_TO_CHOOSE = 1;
 8 
 9 @interface CardMatchingGame : NSObject
10 
11 // designated initializer
12 - (instancetype) initWithCardCount:(NSUInteger)count
13                          usingDeck:(Deck *)deck;
14 - (void) chooseCardAtIndex:(NSUInteger)index;
15 - (Card *) cardAtIndex:(NSUInteger)index;
16 
17 - (NSString *)validOfOtherCards:(NSArray *)otherCards;
18 
19 @property (nonatomic,readonly) NSString *validOfOtherCards;
20 @property (nonatomic,readonly) NSInteger score;
21 @property (nonatomic) NSUInteger gameModel;// >=2
22 @property (nonatomic,strong) NSMutableArray *gameStateHistory;
23 
24 @end
  1 #import "CardMatchingGame.h"
  2 
  3 @interface CardMatchingGame()
  4 
  5 @property (nonatomic,readwrite) NSString *validOfOtherCards;
  6 @property (nonatomic,readwrite) NSInteger score;
  7 @property (nonatomic,strong) NSMutableArray *cards;//of playingcard
  8 
  9 @end
 10 
 11 @implementation CardMatchingGame
 12 
 13 - (NSMutableArray *)cards
 14 {
 15     if (!_cards) _cards = [[NSMutableArray alloc] init];
 16     return _cards;
 17 }
 18 
 19 - (NSMutableArray *)gameStateHistory
 20 {
 21     if (!_gameStateHistory)
 22     {
 23         _gameStateHistory = [[NSMutableArray alloc] init];
 24     }
 25     return _gameStateHistory;
 26 }
 27 
 28 - (instancetype) initWithCardCount:(NSUInteger)count usingDeck:(Deck *)deck
 29 {
 30     self = [super init];
 31     if (self)
 32     {
 33         for (int i = 0; i < count; i++)
 34         {
 35             Card *card = [deck drawRandomCard];
 36             if (card)
 37             {
 38                 [self.cards addObject:card];
 39             }
 40             else
 41             {
 42                 self = nil;
 43                 break;
 44             }
 45         }
 46     }
 47     
 48     return self;
 49 }
 50 
 51 - (Card *) cardAtIndex:(NSUInteger)index
 52 {
 53     return (index < [self.cards count]) ? self.cards[index] : nil;
 54 }
 55 
 56 - (void) chooseCardAtIndex:(NSUInteger)index
 57 {
 58     Card *card = [self cardAtIndex:index];
 59     if (!card.isMacthed)
 60     {
 61         if (card.isChosen)
 62         {
 63             card.chosen = NO;
 64         }
 65         else
 66         {
 67             // match against other chosen cards
 68             NSMutableArray *otherCards = [NSMutableArray arrayWithCapacity:self.gameModel];
 69             
 70             for (Card *otherCard in self.cards)
 71             {
 72                 if (otherCard.isChosen && !otherCard.isMacthed)
 73                 {
 74                     [otherCards addObject:otherCard];
 75                 }
 76             }
 77             
 78             //不能放于for循环之前,否则会将本次被选择的牌加入cards,不能放于下面的if之后,否则当if成立时返回,没有将本次翻牌的cost记录,且不能翻牌
 79             self.score -= COST_TO_CHOOSE * self.gameModel;
 80             card.chosen = YES;
 81             
 82             if ([otherCards count] < self.gameModel - 1)
 83             {
 84                 return;
 85             }
 86             else
 87             {
 88                 self.validOfOtherCards = [self validOfOtherCards:otherCards];
 89                 int matchScore = [card match:otherCards];
 90                 
 91                 if (matchScore)
 92                 {
 93                     self.score += matchScore * MATCH_BOUNDS * self.gameModel;
 94                     for (Card *otherCard in otherCards)
 95                     {
 96                         otherCard.matched = YES;
 97                     }
 98                     card.matched = YES;
 99                 }
100                 else
101                 {
102                     self.score -= MISMATCH_PENALTY * self.gameModel;
103                     for (Card *otherCard in otherCards)
104                     {
105                         otherCard.chosen = NO;
106                     }
107                 }
108             }
109         }
110     }
111 }
112 
113 - (NSString *)validOfOtherCards:(NSArray *)otherCards
114 {
115     NSMutableString *string = [[NSMutableString alloc] init];
116     for (Card *card in otherCards)
117     {
118         [string appendFormat:@"%@ ",card.contents];
119     }
120     return string;
121 }
122 
123 @end

 

子类化的PlayingCardMatchingGame

  实现类gameState的记录,并添加方法使其在纸牌匹配时记录状态及状态历史

1 #import "CardMatchingGame.h"
2 
3 @interface PlayingCardMatchingGame : CardMatchingGame
4 
5 @property (nonatomic,readonly) NSString *gameState;
6 
7 @end
 1 #import "PlayingCardMatchingGame.h"
 2 
 3 @interface PlayingCardMatchingGame()
 4 
 5 @property (nonatomic,readwrite) NSString *gameState;
 6 
 7 @end
 8 
 9 @implementation PlayingCardMatchingGame
10 
11 - (void)chooseCardAtIndex:(NSUInteger)index
12 {
13     int forwardScore = self.score;
14     [super chooseCardAtIndex:index];
15     [self updateGameState:forwardScore withIndexOfCard:index];
16 }
17 
18 - (void)updateGameState:(int)forwardScore withIndexOfCard:(int)index
19 {
20     if (self.score == forwardScore - self.gameModel * COST_TO_CHOOSE)
21     {
22         _gameState = [self cardAtIndex:index].contents;
23     }
24     else if (self.score < (forwardScore - self.gameModel * COST_TO_CHOOSE))
25     {
26         _gameState = [NSString stringWithFormat:@"%@ with %@ not matched. %d point penalty!",[self cardAtIndex:index].contents,self.validOfOtherCards,forwardScore - self.score];
27         [self.gameStateHistory addObject:_gameState];
28     }
29     else if (self.score > (forwardScore - self.gameModel * COST_TO_CHOOSE))
30     {
31         _gameState = [NSString stringWithFormat:@"%@ matched %@ . get %d score!",[self cardAtIndex:index].contents,self.validOfOtherCards,self.score - forwardScore];
32         [self.gameStateHistory addObject:_gameState];
33     }
34 }
35 
36 @end

 

子类化的SetCardMatchingGame

  与PlayingCardMatchingGame类似,注意在SetCard中并没有content的数据,因此要重写validOfOtherCard:方法,以保证正确获取SetCard的内容

1 #import "CardMatchingGame.h"
2 
3 @interface SetCardMatchingGame : CardMatchingGame
4 
5 @property (nonatomic,readonly) NSString *gameState;
6 
7 @end
 1 #import "SetCardMatchingGame.h"
 2 #import "SetCard.h"
 3 
 4 @interface SetCardMatchingGame()
 5 
 6 @property (nonatomic,readwrite) NSString *gameState;
 7 
 8 @end
 9 
10 @implementation SetCardMatchingGame
11 
12 - (void)chooseCardAtIndex:(NSUInteger)index
13 {
14     int forwardScore = self.score;
15     [super chooseCardAtIndex:index];
16     [self updateGameState:forwardScore withIndexOfCard:index];
17 }
18 
19 - (NSString *)validOfOtherCards:(NSArray *)otherCards
20 {
21     NSMutableString *string = [[NSMutableString alloc] init];
22     for (SetCard *card in otherCards)
23     {
24         [string appendString:card.suit];
25     }
26     return string;
27 }
28 
29 - (void)updateGameState:(int)forwardScore withIndexOfCard:(int)index
30 {
31     if (self.score == forwardScore - (self.gameModel * COST_TO_CHOOSE))
32     {
33         _gameState = ((SetCard *)[self cardAtIndex:index]).suit;
34     }
35     else if (self.score < (forwardScore - (self.gameModel * COST_TO_CHOOSE)))
36     {
37         _gameState = [NSString stringWithFormat:@"%@ with %@ not matched. %d point penalty!",((SetCard *)[self cardAtIndex:index]).suit,self.validOfOtherCards,forwardScore - self.score];
38         [self.gameStateHistory addObject:_gameState];
39     }
40     else if (self.score > (forwardScore - (self.gameModel * COST_TO_CHOOSE)))
41     {
42         _gameState = [NSString stringWithFormat:@"%@ matched %@ . get %d score!",((SetCard *)[self cardAtIndex:index]).suit,self.validOfOtherCards,self.score - forwardScore];
43         [self.gameStateHistory addObject:_gameState];
44     }
45 }
46 
47 @end

 b.UI的更新

  如图:

  由于SetCard的游戏规则,SetCard并不会被翻回到背面,因此要更改纸牌的牌面图片

c.Controller的抽象化及子类化实现

  上次作业中针对ViewController有很多只与PlayingCardMatchingGame有关的内容,此次将这些内容转移到PlayingCardGameViewController中,对ViewController进行抽象化,并且也在子类SetCardGameViewController中实现SetCard匹配游戏

ViewController

  由于许多有关UI的操作需要在子类中实现,因此将他们放到.h文件中,同时titleForCard:与backgroundImageForCard:方法也许要在SetCard子类中重写(想想为什么?),因此也放入.h文件中

 1 #import <UIKit/UIKit.h>
 2 #import "Deck.h"
 3 
 4 @class CardMatchingGame;
 5 
 6 @interface ViewController : UIViewController
 7 
 8 //protected
 9 //for subclasses
10 - (Deck *)createDeck;  // abstract
11 
12 @property (strong,nonatomic) CardMatchingGame *game;
13 @property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
14 @property (weak, nonatomic) IBOutlet UILabel *scoreLable;
15 
16 - (NSUInteger)cardButtonsNumber;
17 - (void) updateUI;
18 - (NSString *)titleForCard:(Card *)card;
19 - (UIImage *)backgroundImageForCard:(Card *)card;
20 
21 @end
 1 #import "ViewController.h"
 2 #import "CardMatchingGame.h"
 3 
 4 @interface ViewController ()
 5 
 6 @end
 7 
 8 @implementation ViewController
 9 
10 - (NSUInteger)cardButtonsNumber
11 {
12     return [_cardButtons count];
13 }
14 
15 - (Deck *)createDeck  // abstract
16 {
17     return nil;
18 }
19 
20 - (IBAction)touchCardButton:(UIButton *)sender
21 {
22     NSUInteger cardIndex = [self.cardButtons indexOfObject:sender];
23     [self.game chooseCardAtIndex:cardIndex];
24     [self updateUI];
25 }
26 
27 - (void) updateUI
28 {
29     for (UIButton *cardButton in self.cardButtons)
30     {
31         NSUInteger cardIndex = [self.cardButtons indexOfObject:cardButton];
32         Card *card = [self.game cardAtIndex:cardIndex];
33         [cardButton setTitle:[self titleForCard:card] forState:UIControlStateNormal];
34         [cardButton setBackgroundImage:[self backgroundImageForCard:card] forState:UIControlStateNormal];
35         cardButton.enabled = !card.isMacthed;
36     }
37     self.scoreLable.text = [NSString stringWithFormat:@"Score:%ld",(long)self.game.score];
38 }
39 
40 - (NSString *)titleForCard:(Card *)card
41 {
42     return card.isChosen ? card.contents : nil;
43 }
44 
45 - (UIImage *)backgroundImageForCard:(Card *)card
46 {
47     return [UIImage imageNamed:card.isChosen ? @"cardFront" : @"cardBack"];
48 }
49 
50 @end

PlayingCardGameController

  与上次作业基本相同,只不过变为从更抽象的超类中继承为子类(一些只适用于PlayingCardGame的UI与方法在本类实现),并且添加了History功能

1 #import "ViewController.h"
2 
3 @interface PlayingCardGameViewController : ViewController
4 
5 @end
  1 #import "PlayingCardGameViewController.h"
  2 #import "PlayingCardDeck.h"
  3 #import "PlayingCardMatchingGame.h"
  4 #import "HistoryViewController.h"
  5 
  6 @interface PlayingCardGameViewController ()
  7 
  8 @property (weak, nonatomic) IBOutlet UISegmentedControl *gameModelSelectSegmented;
  9 @property (weak, nonatomic) IBOutlet UILabel *gameModelLable;
 10 @property (weak, nonatomic) IBOutlet UITextField *matchModelTextFiled;
 11 @property (weak, nonatomic) IBOutlet UILabel *gameStateLable;
 12 @property (weak, nonatomic) IBOutlet UIButton *restartButton;
 13 @property (nonatomic) NSUInteger selfDefiningModel;
 14 
 15 @end
 16 
 17 @implementation PlayingCardGameViewController
 18 
 19 #define CORNER_FONT_STANDARD_HIGHT 180.0
 20 #define CORNER_RADIUS 12.0
 21 
 22 //让界面变得更好看的魔法
 23 - (CGFloat)cornerScaleFactor:(CGFloat)height {return height / CORNER_FONT_STANDARD_HIGHT;}
 24 - (CGFloat)cornerRadius:(CGFloat)height {return CORNER_RADIUS * [self cornerScaleFactor:height];}
 25 
 26 - (void)viewDidLoad
 27 {
 28     //又是个让界面变得更好看的魔法
 29     self.restartButton.layer.cornerRadius = [self cornerRadius:self.restartButton.bounds.size.height];
 30     self.gameModelSelectSegmented.layer.cornerRadius = [self cornerRadius:self.gameModelSelectSegmented.bounds.size.height * 3];
 31     
 32     [self.gameModelSelectSegmented addTarget:self action:@selector(segmentAction:) forControlEvents:UIControlEventValueChanged];//target-action
 33     
 34     _selfDefiningModel = 2;//default model
 35 }
 36 
 37 - (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
 38 {
 39     if ([segue.identifier isEqualToString:@"show PlayingCardGameHistory"])
 40     {
 41         if ([segue.destinationViewController isKindOfClass:[HistoryViewController class]])
 42         {
 43             HistoryViewController *HVC = (HistoryViewController *)segue.destinationViewController;
 44             HVC.history = self.game.gameStateHistory;
 45         }
 46     }
 47 }
 48 
 49 
 50 - (void) segmentAction:(UISegmentedControl *)Seg
 51 {
 52     if  (self.gameModelSelectSegmented.selectedSegmentIndex == 2)
 53     {
 54         [self assertSelfDefiningModel:self.matchModelTextFiled.text];
 55     }
 56     else
 57     {
 58         self.selfDefiningModel = self.gameModelSelectSegmented.selectedSegmentIndex + 2;
 59     }
 60     self.gameModelLable.text = [NSString stringWithFormat:@"game model:%lu",(unsigned long)self.selfDefiningModel];
 61 }
 62 
 63 - (void) assertSelfDefiningModel:(NSString *)text
 64 {
 65     if ([self.matchModelTextFiled.text integerValue] < 2)
 66     {
 67         [[[UIAlertView alloc] initWithTitle:@"Wrong" message:@"game model at least 2" delegate:nil cancelButtonTitle:@"certain" otherButtonTitles:nil, nil] show];
 68         self.matchModelTextFiled.text = @"";
 69         self.gameModelSelectSegmented.selectedSegmentIndex = 0;
 70     }
 71     else if ([self.matchModelTextFiled.text integerValue] > [self cardButtonsNumber])
 72     {
 73         [[[UIAlertView alloc] initWithTitle:@"Wrong" message:@"beyond card max number" delegate:nil cancelButtonTitle:@"certain" otherButtonTitles:nil, nil] show];
 74         self.matchModelTextFiled.text = @"";
 75         self.gameModelSelectSegmented.selectedSegmentIndex = 0;
 76     }
 77     else
 78     {
 79         self.selfDefiningModel = [self.matchModelTextFiled.text integerValue];
 80     }
 81 }
 82 
 83 - (Deck *)createDeck
 84 {
 85     return [[PlayingCardDeck alloc] init];
 86 }
 87 
 88 - (IBAction)touchRestartButton
 89 {
 90     //恢复默认值
 91     self.gameModelSelectSegmented.enabled = YES;
 92     self.matchModelTextFiled.enabled = YES;
 93     self.matchModelTextFiled.enabled = YES;
 94     self.gameModelSelectSegmented.selectedSegmentIndex = 0;
 95     self.selfDefiningModel = 2;
 96     self.gameModelLable.text = [NSString stringWithFormat:@"game model:%d",_selfDefiningModel];
 97     self.matchModelTextFiled.text = nil;
 98     
 99     self.game = nil;
100     [self updateUIWithNotCreateGame];
101 }
102 
103 - (IBAction)touchCardButton:(UIButton *)sender
104 {
105     //游戏开始后禁用模式选择功能
106     self.gameModelSelectSegmented.enabled = NO;
107     self.matchModelTextFiled.enabled = NO;
108     self.matchModelTextFiled.enabled = NO;
109     
110     NSUInteger cardIndex = [self.cardButtons indexOfObject:sender];
111     if(!self.game)
112     {
113         self.game = [[PlayingCardMatchingGame alloc] initWithCardCount:[self.cardButtons count]
114                                                              usingDeck:[self createDeck]];
115         self.game.gameModel = self.selfDefiningModel;
116     }
117     [self.game chooseCardAtIndex:cardIndex];
118     [self updateUI];
119 }
120 
121 - (void) updateUIWithNotCreateGame
122 {
123     for (UIButton *cardButton in self.cardButtons)
124     {
125         [cardButton setTitle:@"" forState:UIControlStateNormal];
126         [cardButton setBackgroundImage:[UIImage imageNamed:@"cardBack"] forState:UIControlStateNormal];
127         cardButton.enabled = YES;
128     }
129     self.gameStateLable.text = @"State";
130     self.scoreLable.text = @"Score:0";
131 }
132 
133 - (void)updateUI
134 {
135     [super updateUI];
136     self.gameStateLable.text = ((PlayingCardMatchingGame *)self.game).gameState;
137 }
138 
139 - (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
140 {
141     [self.view endEditing:YES];
142 }
143 
144 @end

SetCardGameViewController

  本类实现了SetCard匹配游戏,因为是UI层,因此使用了NSAttributeString来表示SetCard的内容,同样也实现了History功能

  注意:由于SetCard牌面始终朝上,因此要在ViewDidLoad中初始化game

1 #import "ViewController.h"
2 
3 @interface SetCardGameViewController : ViewController
4 
5 @end
  1 #import "SetCardGameViewController.h"
  2 #import "SetCardMatchingGame.h"
  3 #import "SetCardDeck.h"
  4 #import "SetCard.h"
  5 #import "HistoryViewController.h"
  6 
  7 @interface SetCardGameViewController()
  8 
  9 @property (weak, nonatomic) IBOutlet UILabel *gameStateLable;
 10 @property (weak, nonatomic) IBOutlet UIButton *restartButton;
 11 @property (nonatomic) NSUInteger selfDefiningModel;
 12 @property (nonatomic,strong) NSDictionary *colorOfCard;
 13 
 14 @end
 15 
 16 @implementation SetCardGameViewController
 17 
 18 #define CORNER_FONT_STANDARD_HIGHT 180.0
 19 #define CORNER_RADIUS 12.0
 20 
 21 //让界面变得更好看的魔法
 22 - (CGFloat)cornerScaleFactor:(CGFloat)height {return height / CORNER_FONT_STANDARD_HIGHT;}
 23 - (CGFloat)cornerRadius:(CGFloat)height {return CORNER_RADIUS * [self cornerScaleFactor:height];}
 24 
 25 - (void)viewDidLoad
 26 {
 27     //又是个让界面变得更好看的魔法
 28     self.restartButton.layer.cornerRadius = [self cornerRadius:self.restartButton.bounds.size.height];
 29     
 30     self.colorOfCard = @{@"red" : [UIColor redColor], @"green" : [UIColor greenColor], @"purple" : [UIColor purpleColor]};
 31     
 32     _selfDefiningModel = 3;//default model
 33     
 34     if(!self.game)
 35     {
 36         self.game = [[SetCardMatchingGame alloc] initWithCardCount:[self.cardButtons count]
 37                                                          usingDeck:[self createDeck]];
 38         self.game.gameModel = self.selfDefiningModel;
 39     }
 40     [self updateUIWithNotCreateGame];
 41 }
 42 
 43 - (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
 44 {
 45     if ([segue.identifier isEqualToString:@"show SetCardGameHistory"])
 46     {
 47         if ([segue.destinationViewController isKindOfClass:[HistoryViewController class]])
 48         {
 49             HistoryViewController *HVC = (HistoryViewController *)segue.destinationViewController;
 50             HVC.history = self.game.gameStateHistory;
 51         }
 52     }
 53 }
 54 
 55 
 56 - (Deck *)createDeck
 57 {
 58     return [[SetCardDeck alloc] init];
 59 }
 60 - (IBAction)touchCardButtons:(UIButton *)sender
 61 {
 62     //游戏开始后禁用模式选择功能
 63     NSUInteger cardIndex = [self.cardButtons indexOfObject:sender];
 64     if(!self.game)
 65     {
 66         self.game = [[SetCardMatchingGame alloc] initWithCardCount:[self.cardButtons count]
 67                                                              usingDeck:[self createDeck]];
 68         self.game.gameModel = self.selfDefiningModel;
 69     }
 70     [self.game chooseCardAtIndex:cardIndex];
 71     [self updateUI];
 72 }
 73 
 74 - (IBAction)touchRestartButton:(UIButton *)sender
 75 {
 76     //恢复默认值
 77     self.selfDefiningModel = 3;
 78     self.game = nil;
 79     if(!self.game)
 80     {
 81         self.game = [[SetCardMatchingGame alloc] initWithCardCount:[self.cardButtons count]
 82                                                          usingDeck:[self createDeck]];
 83         self.game.gameModel = self.selfDefiningModel;
 84     }
 85     [self updateUIWithNotCreateGame];
 86 }
 87 
 88 - (void) updateUIWithNotCreateGame
 89 {
 90     for (UIButton *cardButton in self.cardButtons)
 91     {
 92         NSUInteger cardIndex = [self.cardButtons indexOfObject:cardButton];
 93         Card *card = [self.game cardAtIndex:cardIndex];
 94         [cardButton setAttributedTitle:[self attributeTitleForCard:card] forState:UIControlStateNormal];
 95         [cardButton setBackgroundImage:[UIImage imageNamed:@"cardFront"] forState:UIControlStateNormal];
 96         cardButton.enabled = YES;
 97     }
 98     self.gameStateLable.text = @"State";
 99     self.scoreLable.text = @"Score:0";
100 }
101 
102 - (void)updateUI
103 {
104     for (UIButton *cardButton in self.cardButtons)
105     {
106         NSUInteger cardIndex = [self.cardButtons indexOfObject:cardButton];
107         Card *card = [self.game cardAtIndex:cardIndex];
108         [cardButton setAttributedTitle:[self attributeTitleForCard:card] forState:UIControlStateNormal];
109         [cardButton setBackgroundImage:[self backgroundImageForCard:card] forState:UIControlStateNormal];
110         cardButton.enabled = !card.isMacthed;
111     }
112     self.scoreLable.text = [NSString stringWithFormat:@"Score:%ld",(long)self.game.score];
113     self.gameStateLable.text = ((SetCardMatchingGame *)self.game).gameState;
114 }
115 
116 - (NSAttributedString *)attributeTitleForCard:(Card *)card
117 {
118     NSShadow *shadow1 = [[NSShadow alloc] init];
119     shadow1.shadowColor = [UIColor grayColor];
120     shadow1.shadowOffset = CGSizeMake(2.0f, 2.0f);
121     
122     NSShadow *shadow2 = [[NSShadow alloc] init];
123     shadow2.shadowColor = [UIColor whiteColor];
124     shadow2.shadowOffset = CGSizeMake(0.0F,0.0f);
125     return [[NSAttributedString alloc] initWithString:((SetCard *)card).suit
126                                            attributes:@{NSForegroundColorAttributeName : [self.colorOfCard valueForKey:((SetCard *)card).color],
127                                                                  NSShadowAttributeName : ((SetCard *)card).shading ? shadow1 : shadow2,
128                                                                    NSFontAttributeName : [UIFont boldSystemFontOfSize:10.0f]}];
129 }
130 
131 - (UIImage *)backgroundImageForCard:(Card *)card
132 {
133     return card.chosen ? [UIImage imageNamed:@"setCardback"] : [UIImage imageNamed:@"cardFront"];
134 }
135 
136 @end

d.history功能的实现

  HistoryViewController

    属性history用于接收父MVC传来的数据

1 #import <UIKit/UIKit.h>
2 
3 @interface HistoryViewController : UIViewController
4 @property (strong, nonatomic) NSArray *history;
5 @end
 1 #import "HistoryViewController.h"
 2 
 3 @interface HistoryViewController ()
 4 @property (weak, nonatomic) IBOutlet UITextView *HistoryTextView;
 5 @end
 6 
 7 @implementation HistoryViewController
 8 
 9 - (void)viewDidLoad {
10     [super viewDidLoad];
11     // Do any additional setup after loading the view.    
12     for (NSString *state in self.history)
13     {
14         self.HistoryTextView.text = [self.HistoryTextView.text stringByAppendingFormat:@"%@\n",state];
15     }
16 }
17 @end

  总结:本次作业提出的问题比解决的问题要多很多,作者只是极其简单的实现了作业的大致要求,仍然有许多问题没有解决,如Model的抽象化问题中原有的readonly属性在超类中可能变为了readwrite,是否会产生安全性问题,有没有更好的方法;Controller的抽象化中将许多原本隐藏在.m文件中的输出口放至超类的.h文件中,是否会造成子类对输出口的滥用,有没有更好的解决方案;仍然没有解决State显示内容超出屏幕空间的问题(太懒了=_=);Setcard的state显示可以使用NSAttributeString(感兴趣可以试试);同样SetCard中history的显示也可以使用NSAttributeString,此时可能要改变一些传值的内容(感兴趣去玩耍一下吧);关于SetCard的游戏规则其实还不太完善,比如初始化后可能无适合匹配情况的判断(百度百科的游戏规则中是要再次添加三张牌,我在屏幕中尽可能多添加了几张纸牌来避免这种情况),以及游戏结束情况的判断,本次作业相当于只实现了setcard选择后的匹配计分规则(任重而道远。。。)。到此就是我大概能想到的值得改进的地方(感觉到提出的问题比解决的问题多了吧=_=),一次作业的内容不仅能复习到前面所学的内容,还是对个人学到知识融汇贯通的一次检验,各位加油,有任何问题欢迎讨论:)

作业源码地址:https://github.com/NSLogMeng/Stanford_iOS7_Study/commit/0bb1103ccb4293caa9dc3b12200ba9fb12a51170

课程视频地址:网易公开课:http://open.163.com/movie/2014/1/L/H/M9H7S9F1H_M9H801GLH.html

       或者iTunes U搜索standford课程