Stanford iOS7 Lecture 1-3 demo

本文深入探讨了游戏开发领域的关键技术,包括游戏引擎、Unity、Cocos2d-X等,以及AI音视频处理的应用,如语义识别、语音识别、AR等。通过分析这些技术的核心原理和实践应用,为游戏开发者提供全面的技术指导。

Card

Card类一个实例就是一张卡牌
属性:contents,chosen,matched。
方法:match(input一组cards,返回分数)

//  Card.h
//  Matchismo

#import <Foundation/Foundation.h>

@interface Card : NSObject

@property (strong, nonatomic) NSString *contents;
@property (nonatomic, getter=isChosen) BOOL chosen;
//自定义设置getter方法
@property (nonatomic, getter=isMatched) BOOL matched;

- (int)match:(NSArray *)otherCards;

@end
//  Card.m
//  Matchismo

#import "Card.h"

@implementation Card

-(int)match:(NSArray *)otherCards{
    int score = 0;
    for (Card *card in otherCards) {
        if ([card.contents isEqualToString:self.contents]) {
            score = 1;
        }
    }
    return score;
}
@end

Deck

牌堆
属性:None
方法:
 addCard,参数:card,atTop
 addCard,参数:card
 drawRamdomCard,返回一个card类

//  Deck.h
//  Matchismo

#import <Foundation/Foundation.h>
#import "Card.h"
@interface Deck : NSObject

- (void)addCard:(Card *)card atTop:(BOOL)atTop;
- (void)addCard:(Card *)card;

- (Card *)drawRandomCard;
@end
//  Deck.m
//  Matchismo
#import "Deck.h"
@interface Deck()
@property (strong, nonatomic) NSMutableArray *cards;
@end

@implementation Deck
//lazy init 到实例化用到cards的时候才初始化出来一堆牌
- (NSMutableArray *)cards{
    if(!_cards) _cards = [[NSMutableArray alloc] init];
    return _cards;
}
//如果牌堆cards可变数组里面没有牌,则在index 0 的地方插入一张牌,如果已经有牌,add进去即可。
- (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];
}
//随机抽取一张牌,抽完之后把他从牌堆中去掉。
- (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

PlayingCard

这是继承Card类,游戏中要用到的类。
新添加了花色和大小两个属性
还添加了静态方法validsuit和maxRank方便拿到全部花色和最大的牌。

编程的时候尽量让字符内容与方法分离,这里指花色和大小的字符串使用一个方法设置,程序要用的时候直接调用这个方法。

//  PlayingCard.h
//  Matchismo
#import "Card.h"

@interface PlayingCard : Card

@property (strong, nonatomic) NSString *suit;
@property (nonatomic) NSUInteger rank;

+ (NSArray *)validSuit;
+ (NSUInteger)maxRank;

@end
//  PlayingCard.m
//  Matchismo
#import "PlayingCard.h"

@implementation PlayingCard
//重写match方法,如果大小一样得四分,花色一样得一分
- (int)match:(NSArray *)otherCards{
    int score = 0;
    if([otherCards count] == 1){
        PlayingCard *otherCard = [otherCards firstObject];
        if (otherCard.rank == self.rank) {
            score = 4;
        } else if ([otherCard.suit isEqualToString:self.suit] ){
            score = 1;
        }
    }

    return score;
}
//返回花色大小
- (NSString *)contents{
    NSArray *rankStrings = [PlayingCard rankStrings];
    return [[rankStrings[self.rank] stringByAppendingString:@" "]stringByAppendingString:self.suit];
}
@synthesize suit = _suit;

+ (NSArray *)validSuit{
    return @[@"♠︎",@"♣︎",@"♥︎",@"♦︎"];
}

- (void)setSuit:(NSString *)suit{
    if([[PlayingCard validSuit] 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

PlayingCardDeck

实际游戏中的牌堆

//  PlayingCardDeck.h
//  Matchismo
#import "Deck.h"

@interface PlayingCardDeck : Deck

@end
//  PlayingCardDeck.m
//  Matchismo
#import "PlayingCardDeck.h"
#import "PlayingCard.h"

@implementation PlayingCardDeck
//初始化牌,先拿到花色和牌的最大数,然后遍历所有牌色,实例化PlayingCard并放到数组里面。
- (instancetype)init{
    self = [super init];

    if (self) {
        for (NSString *suit in [PlayingCard validSuit]){
            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

CardMatchingGame

玩游戏要用到的各种方法都在这个类里面

//  CardMatchingGame.h
//  Matchismo
#import <Foundation/Foundation.h>
#import "Deck.h"
#import "Card.h"
@interface CardMatchingGame : NSObject
//自定义的初始化
-(instancetype)initWithCardCount:(NSUInteger)count usingDesk:(Deck *)deck;

-(void)chooseCardAtIndex:(NSUInteger)index;
-(Card *)cardAtIndex:(NSUInteger)index;

@property (nonatomic, readonly) NSInteger score;
@end
//  CardMatchingGame.m
//  Matchismo

#import "CardMatchingGame.h"

@interface CardMatchingGame()
//score: private的情况下是可读写, public只读
@property (nonatomic, readwrite) NSInteger score;
//用于保存卡片信息
@property (nonatomic, strong) NSMutableArray *cards;
@end

@implementation CardMatchingGame

//lazy instantiation
- (NSMutableArray *)cards{
    if (!_cards) _cards = [[NSMutableArray alloc] init];
    return _cards;
}

- (instancetype)initWithCardCount:(NSUInteger)count usingDesk:(Deck *)deck{
    //自定义的初始化必须call superclass
    // super's designated initilizer
    self = [super init];

    if (self) {
        for (int i = 0; i<count; i++) {
            Card *card = [deck drawRandomCard];
            //添加nil到MutableArray 会使程序崩溃所以
            if (card) {
                [self.cards addObject:card];
            } else {
                self = nil;
                break;
            }
        }
    }
    return self;
}

- (Card *)cardAtIndex:(NSUInteger)index{
    //检查index是否超过了界限
    return (index<[self.cards count]) ? self.cards[index] :nil;
}

static const int MISMATCH_PENALTY = 2;
static const int MATCH_BOUNS = 4;
static const int COST_TO_CHOOSE = 1;

- (void)chooseCardAtIndex:(NSUInteger)index{
    Card *card = [self cardAtIndex:index];
    if (!card.isMatched){
        if(card.isChosen){
            card.chosen = NO;
        } else {
            //match against other chosen cards.
            for (Card *otherCard in self.cards) {
                if (otherCard.isChosen && !otherCard.isMatched){
                    int matchScore = [card match:@[otherCard]];
                    if (matchScore) {
                        self.score += matchScore * MATCH_BOUNS;
                        otherCard.matched = YES;
                        card.matched = YES;
                    } else {
                        self.score -= MISMATCH_PENALTY;
                        otherCard.chosen = NO;
                    }
                    break;
                }
            }
            self.score -=COST_TO_CHOOSE;
            card.chosen = YES;
        }
    }
}
@end

Controller

//  ViewController.h
//  Matchismo
#import <UIKit/UIKit.h>

@interface ViewController : UIViewController


@end
//  ViewController.m
//  Matchismo
#import "ViewController.h"
#import "PlayingCardDeck.h"
#import "CardMatchingGame.h"

@interface ViewController ()
@property (strong, nonatomic) CardMatchingGame *game;
@property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
@property (weak, nonatomic) IBOutlet UILabel *scoreLable;
@end

@implementation ViewController
- (CardMatchingGame *)game{
    if (!_game) _game = [[CardMatchingGame alloc] initWithCardCount:[self.cardButtons count] usingDesk:[self createDeck]];
    return _game;
}

- (Deck *)createDeck{
    return [[PlayingCardDeck alloc] init];
}

- (IBAction)touchCardButton:(UIButton *)sender {
    NSUInteger choosenButtonIndex = [self.cardButtons indexOfObject:sender];
    [self.game chooseCardAtIndex:choosenButtonIndex];
    [self updateUI];
}

- (void)updateUI{
    for (UIButton *cardButton in self.cardButtons) {
        NSUInteger cardButtonIndex = [self.cardButtons indexOfObject:cardButton];
        Card *card = [self.game cardAtIndex:cardButtonIndex];
        [cardButton setTitle:[self titleForCard:card] forState:UIControlStateNormal];
        [cardButton setBackgroundImage:[self backgroundImageForCard:card] forState:UIControlStateNormal];
        cardButton.enabled = !card.isMatched;
        self.scoreLable.text = [NSString stringWithFormat:@"Score: %ld", (long)self.game.score];
    }
}

- (NSString *)titleForCard:(Card *)card{
    return card.isChosen ? card.contents : @"";
}

- (UIImage *)backgroundImageForCard:(Card *)card{
    return [UIImage imageNamed:card.isChosen ? @"cardfront" : @"cardback"];
}

@end
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