【发布时间】:2017-07-21 09:10:52
【问题描述】:
(( 编辑 4:成功使卡片翻转。在节点上使用 .contains 并运行 SKAction 序列。我如何为卡片创建三个状态?元组听起来很有趣。未翻转、翻转、翻转-突出显示. 它加载所有卡片(完成),我想取消翻转卡片(完成),然后再次点击它以突出显示它。第二次这样做时,它突出显示自己和最热门的猜测词。然后两个字符串连接在底部的标签中,并激活 Next 按钮(尚未构建)。成功匹配 key[value] == A[B] 然后 Score += 1. 越来越近!))
(( 编辑3:使用拆分键和值更新didMove。现在可以将标题作为第一个键,我可以将第一个值放在左上角的卡片上作为测试。进度。现在我只需要要么在触地时将卡片空白或找到一种方法来翻转它。触地代码将如何完成?触摸开始?))
(( 编辑2:现在从字典键值对的角度考虑它,而不是单独的值。摆脱了在将值分配给卡片时找到键的问题。现在玩标记卡片用SKLabelNode。需要翻牌,加值,比较key。))
(( 编辑:我在 GameScene.swift 中制作了所有元素的代码。该文件现在包含在这篇文章中。还更新了问题文本并删除了一些其他文本。))
我是 SpriteKit 和 Swift 3 的新手。有几百万个扬声器,世界语软件并不多,所以我想为自己制作一个游戏来学习 1000 个世界语单词。 (未显示!)
我想让每张卡片翻转以显示字典键/值中的一个单词 value。
然后查看该单词是否与所选值的 wordGuess 标签 key 匹配。
另外,JSON 可能更适合将 1000 个单词分解为模块化部分,但我会在其他时间跨过那座桥。
// Code updated to EDIT 4
//
//
import SpriteKit
class GameScene: SKScene {
let guessLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
let anotherLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
var cardTopLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopLeft = SKSpriteNode(imageNamed: "Redcard")
var cardTopRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopRight = SKSpriteNode(imageNamed: "Redcard")
var cardBottomLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomLeft = SKSpriteNode(imageNamed: "Redcard")
var cardBottomRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomRight = SKSpriteNode(imageNamed: "Redcard")
var cardsDictionary: [String:String] = [
"tree": "arbo",
"forest": "arbaro",
"spider": "araneo",
"water": "akvo",
"watermelon": "akvomelono",
"school": "lerno",
"year": "jaro",
"grasshopper": "akrido",
"lawn": "gazono",
"friend": "amiko",
"people": "homoj",
"city": "urbo",
"mayor": "urbestro",
"movie": "filmo",
"Monday": "lundo",
"dog": "hundo"
]
// not used yet
func randomSequenceGenerator(min: Int, max: Int) -> () -> Int {
var numbers: [Int] = []
return {
if numbers.count == 0 {
numbers = Array(min ... max)
}
let index = Int(arc4random_uniform(UInt32(numbers.count)))
return numbers.remove(at: index)
}
}
func addLabel(spriteNode:SKSpriteNode, labelNode: SKLabelNode, cardValue: String, cardName: String) {
labelNode.zPosition = 1
labelNode.text = cardValue
labelNode.name = cardName //"cardTopRightLabel"
labelNode.fontSize = 40
labelNode.fontColor = .black
labelNode.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
labelNode.isHidden = true
spriteNode.addChild(labelNode)
}
override func didMove(to view: SKView) {
if let words = self.userData?.value(forKey: "words")
{
print("word information contains \(words)")
}
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
print("all keys are \(cardKeys)")
// slice for four card keys
var fourCardKeys = cardKeys[0...3]
print("four keys are \(fourCardKeys)")
// get keys for display
var firstCardKey = fourCardKeys[0]
var secondCardKey = fourCardKeys[1]
var thirdCardKey = fourCardKeys[2]
var fourthCardKey = fourCardKeys[3]
// print("Card Keys are \(firstCardKey), \(secondCardKey), \(thirdCardKey), \(fourthCardKey)")
// get the card values
var cardsValue:[String] = []
for (_,v) in cardsDictionary {
cardsValue.append(v)
}
print(cardsValue)
// slice for card values
let fourCardValues = cardsValue[0...3]
print(fourCardValues)
// get values for display
let firstCardValue = fourCardValues[0]
let secondCardValue = fourCardValues[1]
let thirdCardValue = fourCardValues[2]
let fourthCardValue = fourCardValues[3]
print("Card Values are \(firstCardValue), \(secondCardValue), \(thirdCardValue), \(fourthCardValue)")
// put first card key into label
guessLabel.zPosition = 1
guessLabel.text = firstCardKey //cardKeys[0]
guessLabel.name = "guessLabel"
guessLabel.fontSize = 144;
guessLabel.fontColor = .black
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
guessLabel.position = CGPoint(x:-2, y:233)
addChild(guessLabel)
anotherLabel.zPosition = 0
anotherLabel.text = "Guess key here, values in cards"
anotherLabel.name = "anotherLabel"
anotherLabel.fontSize = 45;
anotherLabel.fontColor = .blue
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
anotherLabel.position = CGPoint(x:-2, y:203)
addChild(anotherLabel)
////////////////
// top left card
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
addLabel(spriteNode: cardTopLeft,
labelNode: cardTopLeftLabel,
cardValue: firstCardValue,
cardName: "cardTopLeftLabel")
/////////////////
// top right card
cardTopRight.zPosition = 1
cardTopRight.size = CGSize(width: 300.0, height: 300.0)
cardTopRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopRight.position = CGPoint(x:132, y:-57)
addChild(cardTopRight)
addLabel(spriteNode: cardTopRight,
labelNode: cardTopRightLabel,
cardValue: secondCardValue,
cardName: "cardTopRightLabel")
///////////////////
// bottom left card
cardBottomLeft.zPosition = 1
cardBottomLeft.size = CGSize(width: 300.0, height: 300.0)
cardBottomLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomLeft.position = CGPoint(x:-225, y:-365)
addChild(cardBottomLeft)
addLabel(spriteNode: cardBottomLeft,
labelNode: cardBottomLeftLabel,
cardValue: thirdCardValue,
cardName: "cardBottomLeftLabel")
////////////////////
// bottom right card
cardBottomRight.zPosition = 1
cardBottomRight.size = CGSize(width: 300.0, height: 300.0)
cardBottomRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomRight.position = CGPoint(x:132, y:-365)
addChild(cardBottomRight)
addLabel(spriteNode: cardBottomRight,
labelNode: cardBottomRightLabel,
cardValue: fourthCardValue,
cardName: "cardBottomRightLabel")
}
func touchDown(atPoint pos : CGPoint)
{
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
func flipCardPause (node: SKNode, interval: Double)
{
node.run(SKAction.wait(forDuration: interval))
print("paused for \(interval) seconds")
}
func flipCardBack (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 1, duration: 0.2),
SKAction.setTexture(SKTexture(imageNamed: "Redcard"))
// SKAction.scale(to: 1, duration: 0.2)
]
))
}
if cardTopLeft.contains(touchLocation)
{
flipCard(node: cardTopLeft, label: cardTopLeftLabel)
//flipCardPause(node: cardTopLeft, interval: 3)
//flipCardBack(node: cardTopLeft, label: cardTopLeftLabel)
}
if cardTopRight.contains(touchLocation)
{
flipCard(node: cardTopRight, label: cardTopRightLabel)
}
if cardBottomLeft.contains(touchLocation)
{
flipCard(node: cardBottomLeft, label: cardBottomLeftLabel)
}
if cardBottomRight.contains(touchLocation)
{
flipCard(node: cardBottomRight, label: cardBottomRightLabel)
}
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
如何为卡片分配字典值?。编辑2:不使用值!我打算从字典键的角度来做,这样每张卡片都有一个键值对,然后只显示值。
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
// slice for only four cards
var fourCardKeys = cardKeys[0...3]
// get 1st value for display
cardsDictionary[fourCardKeys[0]]
所以SKLabelNode 在touchDown 上?我会试试看。还需要翻转卡片,所以图像上没有文字。最后将按下的卡片的键与 wordGuess 键文本进行比较。越来越近了
编辑 3:使用拆分键和值更新 didMove。现在可以让标题成为第一个键,我可以将第一个值放在左上角的卡片上作为测试。进步。现在我只需要在 touchDown 上清空卡片或找到翻转它的方法。
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
cardTopLeftLabel.zPosition = 1
cardTopLeftLabel.text = fourCardValues[0]
cardTopLeftLabel.name = "cardTopLeftLabel"
cardTopLeftLabel.fontSize = 40
cardTopLeftLabel.fontColor = .black
cardTopLeftLabel.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
cardTopLeft.addChild(cardTopLeftLabel)
编辑 4:成功翻转卡片。在节点上使用 .contains 并运行 SKAction 序列。我将如何为卡创建三个状态?元组听起来是个有趣的主意。未翻转、翻转、翻转-突出显示。它加载所有卡片(完成),我想取消翻转卡片(完成),然后再次点击它以突出显示它(帮助?)。在第二次这样做时,它会突出显示自己和最热门的猜测词。然后将两个字符串连接到底部的标签中,并激活“下一步”按钮(尚未构建)。成功匹配 key[value] == A[B] 然后 Score += 1. 越来越近了!它真的很像一个匹配游戏,但我添加了一个额外的卡片翻转层。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
【问题讨论】:
标签: swift3 sprite-kit