lecture 2:more Objective-C and Demo
这一课新建了几个其他的类以及在做出了第一个小demo
objectivec#import <Foundation/Foundation.h> #import "Card.h" @interface Deck : NSObject - (void)addCard:(Card *)card atTop:(BOOL)atTop; - (void)addCard:(Card *)card; - (Card *)drawRandomCard; @end
老爷爷讲希望能够“通用化”自己建的一些类,比如card,比如deck
所以这里的card,deck不仅仅能用于纸牌
比如我以后要做一个塔罗牌游戏也可以用同样的card deck类
- Obj-C中没有默认参数的概念,也没有方法重载的概念,所以addCard因为参数不同,必须定义两次,但实际implement当然可以借助另一个
- Deck是由card组成的,所以当然要import card,更何况方法都是针对card的
Deck的实现方法
objectivec#import "Deck.h" @interface Deck () @property (strong, nonatomic) NSMutableArray *cards;// of Card @end @implementation Deck - (NSMutableArray *)cards { if (!_cards) _cards = [[NSMutableArray alloc]init]; return _cards; } - (void)addCard:(Card *)card atTop:(BOOL)atTop{ if (atTop) { [self.cards insertObject:card atIndex:0]; } else { [self.cards addObject:card]; } } -(void)addCard:(Card *)card{ [self addCard:card atTop:NO]; } - (Card *)drawRandomCard{ Card *randomCard = nil; if ([self.cards count]) { unsigned index = arc4random() % [self.cards count]; randomCard = self.cards[index]; [self.cards removeObjectAtIndex:index]; } return randomCard; } @end
- 注意少一个参数的addCard是如何巧妙的使用多一个参数的addCard Method的
- 因为需要存储card,Array再度出现,但是NSMutableArray,需要具有Mutable的特性
- 定义了cards只是定义了pointer,并没有allocate heap,所以有多么巧妙的lazy instantiation,_cards一开始只是nil,然后如果它是nil,我们就[[NSMutableArray alloc]init],,这是一个getter,于是我们首次去调用self.cards的时候它就会帮我们alloc和init,然后就不用怕cards是nil,因为消息是可以发送给nil的(如果不采取这样的措施cards始终是nil?反正就是会出错)
- 注意这里的语法[self.cards insertObject:card atIndex:0]
- 注意这一篇的代码中用了各种个样的保护措施,比如- (NSMutableArray *)cards中的if和- (Card *)drawRandomCard中的if
PlayingCard是用来描述具体的Card的是怎样的
比如如果我要做一个塔罗牌那么这里就该是TaloCard
然后里面的内容也随之变化?
objectivec//Playingcard.h #import "Card.h" @interface PlayingCard : Card @property (strong, nonatomic) NSString *suit; @property (nonatomic) NSUInteger rank; + (NSArray *)validSuits; + (NSUInteger)maxRank; + (NSArray *)rankStrings; @end
- PlayingCard是Card的子类,@interface处可看出
- 使用NSUInteger或unsigned int是习惯问题,还是跟着老师走吧,同样,没有*号,因为不是object
- 出现了类的method,所以是+,并且声明在public interface
objectivec//PlayingCard.m #import "PlayingCard.h" @implementation PlayingCard - (NSString *) contents { NSArray *rankStrings = [PlayingCard rankStrings]; return [rankStrings[self.rank] stringByAppendingString:self.suit]; } @synthesize suit = _suit;// because we provide setter AND getter + (NSArray *)validSuits { return @[@"♠︎",@"♣︎",@"♥︎",@"♦︎"]; } - (void)setSuit:(NSString *)suit { if ([[PlayingCard validSuits] containsObject: suit]) { _suit = suit; } } - (NSString *)suit { return _suit ? _suit : @"?"; } + (NSArray *)rankStrings { return @[@"?",@"A",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"J",@"Q",@"K"]; } + (NSUInteger)maxRank{ return [[self rankStrings] count]- 1; } - (void)setRank:(NSUInteger)rank { if (rank <= [PlayingCard maxRank]) { _rank = rank; } } @end
这一段简直是信息量无穷,复制粘贴,磕磕碰碰最终的PlayingCard.m看起来很简洁又好看,信息量太大,我只能随手抓一点:
- @[...]用来做Array
- @synthesize suit= _suit;出现是因为我们给了这个property的setter getter method,setter是setSuit,getter是suit
- 调用一个类的method也用类名字,比如值得注意的是这里用[PlayingCard rankStrings]而非[self rankStrings]
- 三目运算符 \ stringByAppendingString method \ dot.运算符,信息量.......
objectivec//PlayingCardDeck.h #import "Deck.h" @interface PlayingCardDeck : Deck @end
最后出现的这一个类是真实的包含52张牌的PlayingCardDeck,Deck的子类
objectivec//PlayingCardDeck.m #import "PlayingCardDeck.h" #import "PlayingCard.h" @implementation PlayingCardDeck -(instancetype)init { self = [super init]; if (self) { for (NSString *suit in [PlayingCard validSuits]) { for (NSUInteger rank = 1; rank <= [PlayingCard maxRank]; rank++) { PlayingCard * card = [[PlayingCard alloc]init]; card.rank = rank; card.suit = suit; [self addCard:card]; } } } return self; } @end
同样,信息量很大
- "instancetype " tells the compiler that this method returns an object which will be the same type as the object that this message was sent to.
- self = [super init] return self同样是保护措施
- 用循序造出了4*13张牌,同时把他们都add到了自身,也就是自己这个deck中
- 记得这是deck的子类,所以addCard drawRandomCard都继续可用
一堂课真的很大的信息量,假装理清楚几个类之间的关系了
Card Deck是通用类
PlayingCard PlayingCardDeck是针对这个游戏的具体类
假设做一个塔罗牌游戏的话,Card,Deck不用改,直接拿来用
PlayingCard → TaloCard 然后相应的内容需要改变
PlayingCardDeck → TaloCardDeck 相应的改变其init的方式,但是Talo的init就不会这么简单了,还要加上正立倒立等参数,drawRandomCard可能需要重写,或者就简单的加上一个概率数
Demo非常的精巧,虽然是一个简单的Flip Card 和 计数 Demo
objectivec#import "CardGameViewController.h" @interface CardGameViewController () @property (weak, nonatomic) IBOutlet UILabel *flipsLabel; @property (nonatomic) int flipCount; @end @implementation CardGameViewController - (void) setFlipCount:(int)flipCount { _flipCount = flipCount; self.flipsLabel.text = [NSString stringWithFormat:@"Flips: %d",self.flipCount]; NSLog(@"flipCount changed to %d",self.flipCount); } - (IBAction)touchCardButton:(UIButton *)sender { if ([sender.currentTitle length]) { [sender setBackgroundImage:[UIImage imageNamed:@"cardback"] forState:UIControlStateNormal]; [sender setTitle:@"" forState:UIControlStateNormal]; } else { [sender setBackgroundImage:[UIImage imageNamed: @"cardfront"] forState:UIControlStateNormal]; [sender setTitle:@"A♣︎" forState:UIControlStateNormal]; } self.flipCount++; } @end
很精巧,巧妙在于两处
- 要制造卡片来回翻装的使用if / else, 利用卡片(实际上是button)两面不同的title长度来翻转卡片
- 使用私有属性flipCount, 然后将flipsLabel上的数字进行更新
好棒的课程,好大的信息量