ios - Swift:重新启动游戏后多次调用方法

标签 ios swift ios8

我正在制作一个小游戏,用户必须点击一个圆圈 10 次。每次都有一个标签显示还剩多少次点击。因此,每次点击后,标签中的数字都会减一。完成后,您将进入一个新 View ,您可以在其中点击“再次播放”按钮。

问题是,当播放第二次时,每次点击数字都会减少 2,播放第三次时会减少 3,依此类推。

代码如下:

import UIKit

var circleTapTrue = UIButton()
var circleTapFalse1 = UIButton()
var circleTapFalse2 = UIButton()
var circleTapFalse3 = UIButton()
var circleTapFalse4 = UIButton()

 var lblTappingSpeed = UILabel()
 var tappingSpeed = 0.00
 var lblMovesLeft = UILabel()
 var movesLeft = Int()

 var imgCircleWidthHeight = Float()
 var imgCircleXPos = Float()
 var imgCircleYPos = Float()

 class ViewController: UIViewController {

     var timerCountDown = NSTimer()

     override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.

    moveCircles()

    movesLeft = 10
    lblMovesLeft.text = "\(movesLeft)"

    var circleImageNames = ["CircleTap", "CircleLightGray", "CirclePink",             "CircleViolet", "CircleYellow"]
    circleTapFalse1.setImage(UIImage(named: circleImageNames[1]), forState: UIControlState.Normal)
    circleTapFalse1.setImage(UIImage(named: circleImageNames[1]), forState: UIControlState.Highlighted)
    circleTapFalse1.addTarget(self, action: "falseCircleTouched", forControlEvents: UIControlEvents.TouchDown)
    self.view.addSubview(circleTapFalse1)
    circleTapFalse2.setImage(UIImage(named: circleImageNames[2]), forState: UIControlState.Normal)
    circleTapFalse2.setImage(UIImage(named: circleImageNames[2]), forState: UIControlState.Highlighted)
    circleTapFalse2.addTarget(self, action: "falseCircleTouched", forControlEvents: UIControlEvents.TouchDown)
    self.view.addSubview(circleTapFalse2)
    circleTapFalse3.setImage(UIImage(named: circleImageNames[3]), forState: UIControlState.Normal)
    circleTapFalse3.setImage(UIImage(named: circleImageNames[3]), forState: UIControlState.Highlighted)
    circleTapFalse3.addTarget(self, action: "falseCircleTouched", forControlEvents: UIControlEvents.TouchDown)
    self.view.addSubview(circleTapFalse3)
    circleTapFalse4.setImage(UIImage(named: circleImageNames[4]), forState: UIControlState.Normal)
    circleTapFalse4.setImage(UIImage(named: circleImageNames[4]), forState: UIControlState.Highlighted)
    circleTapFalse4.addTarget(self, action: "falseCircleTouched", forControlEvents: UIControlEvents.TouchDown)
    self.view.addSubview(circleTapFalse4)
    circleTapTrue.setImage(UIImage(named: circleImageNames[0]), forState: UIControlState.Normal)
    circleTapTrue.setImage(UIImage(named: circleImageNames[0]), forState: UIControlState.Highlighted)
    circleTapTrue.addTarget(self, action: "moveCircles", forControlEvents: UIControlEvents.TouchDown)
    self.view.addSubview(circleTapTrue)

    lblTappingSpeed.frame = CGRectMake(200, 20, 100, 21)
    lblTappingSpeed.text = "\(tappingSpeed)"
    lblTappingSpeed.textAlignment = NSTextAlignment.Right
    self.view.addSubview(lblTappingSpeed)

    lblMovesLeft.frame = CGRectMake(20, 20, 100, 21)
    self.view.addSubview(lblMovesLeft)
}

override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
}

override func viewDidAppear(animated: Bool) {
    timerCountDown = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: "TapSpeed", userInfo: nil, repeats: true)
}

func moveCircles() {
    getRandomCirclePositionAndSize()
    UIView.beginAnimations("moveCircle", context: nil)
    UIView.setAnimationDuration(0.2)
    circleTapFalse1.frame = CGRectMake(imgCircleXPos, imgCircleYPos, imgCircleWidthHeight, imgCircleWidthHeight)
    UIView.commitAnimations()

    getRandomCirclePositionAndSize()
    UIView.beginAnimations("moveCircle", context: nil)
    UIView.setAnimationDuration(0.2)
    circleTapFalse2.frame = CGRectMake(imgCircleXPos, imgCircleYPos, imgCircleWidthHeight, imgCircleWidthHeight)
    UIView.commitAnimations()

    getRandomCirclePositionAndSize()
    UIView.beginAnimations("moveCircle", context: nil)
    UIView.setAnimationDuration(0.2)
    circleTapFalse3.frame = CGRectMake(imgCircleXPos, imgCircleYPos, imgCircleWidthHeight, imgCircleWidthHeight)
    UIView.commitAnimations()

    getRandomCirclePositionAndSize()
    UIView.beginAnimations("moveCircle", context: nil)
    UIView.setAnimationDuration(0.2)
    circleTapFalse4.frame = CGRectMake(imgCircleXPos, imgCircleYPos, imgCircleWidthHeight, imgCircleWidthHeight)
    UIView.commitAnimations()

    getRandomCirclePositionAndSize()
    UIView.beginAnimations("moveCircle", context: nil)
    UIView.setAnimationDuration(0.2)
    circleTapTrue.frame = CGRectMake(imgCircleXPos, imgCircleYPos, imgCircleWidthHeight, imgCircleWidthHeight)
    UIView.commitAnimations()

    movesLeft--
    lblMovesLeft.text = "\(movesLeft)"

    if movesLeft == 0 {
        gameFinished()
    }
}

func getRandomCirclePositionAndSize() {
    imgCircleWidthHeight = (Float(arc4random()) % 80) + 20
    imgCircleXPos = Float(arc4random()) % (320 - imgCircleWidthHeight)
    imgCircleYPos = (Float(arc4random()) % (460 - imgCircleWidthHeight)) + 20
}

func falseCircleTouched() {
    movesLeft++
    lblMovesLeft.text = "\(movesLeft)"
}

func TapSpeed() {
    tappingSpeed = tappingSpeed + 0.01
    lblTappingSpeed.text = NSString(format: "%.2f", tappingSpeed)

    if movesLeft == 0 {
        timerCountDown.invalidate()
    }
}

func gameFinished() {
    tappingSpeed = 0
    lblTappingSpeed.text = NSString(format: "%.2f", tappingSpeed)
    timerCountDown.invalidate()
    self.performSegueWithIdentifier("test", sender: self)
}

override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
}

}

也许我必须在完成游戏后删除对象? 我应该怎么做?

提前致谢

最佳答案

您将按钮存储在全局变量中。 (即在任何类的实例之外)这意味着它们将在您的 View Controller 之间共享。每次调用 viewDidLoad 时,您都会将另一个 View Controller 的回调添加到相同的按钮。

您应该将按钮存储为 View Controller 的实例变量;只需将所有 var 声明移动到 class ViewController 大括号内即可。

关于ios - Swift:重新启动游戏后多次调用方法,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24097571/

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