如何通过 swiftUI 制作 2048 游戏 [关闭]
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【中文标题】如何通过 swiftUI 制作 2048 游戏 [关闭]【英文标题】:how to make a 2048 game via swiftUI [closed] 【发布时间】:2020-06-11 10:46:33 【问题描述】:我尝试通过 SwiftUI 制作 2048 游戏,我的游戏逻辑大部分是正确的,但是转场/动画是错误的,我不知道问题出在哪里以及如何解决它们! 游戏现在看起来像这样: the game acting gif
我有几个问题:
-
看起来当磁贴移动到左侧或顶部时,过渡隐藏在灰色背景视图后面,我尝试将 ZIndex 添加到磁贴和背景,但它不起作用。
如何进行顺序转换,它应该首先从原始单元格移动,然后将自身从大到正常缩放
合并的过渡并非每次都像我预期的那样工作,实际上它只发生了几次
我的视图代码如下所示:
struct GameView: View
@ObservedObject var viewModel:GameViewModel
var body: some View
let tap = DragGesture().onEnded(value in self.move(by: value))
return GeometryReadergeo in
ZStack
RoundedRectangle(cornerRadius: 10.0).fill(Color(#colorLiteral(red: 0.719702065, green: 0.6819230318, blue: 0.6252140403, alpha: 1)))
VStack
ForEach(0..<self.viewModel.gridSize)rowIndex in
HStack
ForEach(self.viewModel.tiles[rowIndex])tile in
TileView(tile:tile)
.padding()
.gesture(tap)
.frame(width: geo.size.width, height: geo.size.width, alignment: .center)
func move(by value:DragGesture.Value)
withAnimation(Animation.easeInOut.speed(2))
if abs(value.translation.height) > abs(value.translation.width)
if value.translation.height > 30
self.viewModel.move(by:GameModel.Direction.down)
else if value.translation.height < -30
self.viewModel.move(by:GameModel.Direction.up)
else
if value.translation.width > 30
self.viewModel.move(by:GameModel.Direction.right)
else if value.translation.width < -30
self.viewModel.move(by:GameModel.Direction.left)
struct TileView: View
var tile:GameModel.Tile
var body: some View
GeometryReader geometry in
self.body(for: geometry.size)
@ViewBuilder
private func body(for size:CGSize) -> some View
ZStack
RoundedRectangle(cornerRadius: 10.0).fill(Color(#colorLiteral(red: 0.794301331, green: 0.7563138604, blue: 0.7084676027, alpha: 1)))
if(tile.value != 0)
ZStack
RoundedRectangle(cornerRadius: 10.0).fill(tile.bgColor)
Text(String(tile.value)).font(Font.system(size: fontSize(for: size,in: tile.value))).foregroundColor(tile.fontColor)
.transition(transition(for: size))
.zIndex(100)
.zIndex(98)
private let cornerRadius:CGFloat = 10.0
private let edgeLineWidth:CGFloat = 3
private func fontSize(for size: CGSize, in value:Int) -> CGFloat
size.width * 0.7 / CGFloat(String(value).count)
private func transition(for size:CGSize) -> AnyTransition
var transition:AnyTransition
if let mergedFrom = tile.mergedFrom
let perviousTile = mergedFrom[0]
let offset = CGSize(width: CGFloat(perviousTile.x - tile.x )*size.width, height: CGFloat(perviousTile.y - tile.y )*size.height)
transition = AnyTransition.offset(offset).combined(with: AnyTransition.scale(scale: 2))
else
if let previousPosition = tile.previousPosition
let offset = CGSize(width: CGFloat(previousPosition.x - tile.x )*size.width, height: CGFloat(previousPosition.y - tile.y )*size.height)
transition = AnyTransition.offset(offset)
else
transition = AnyTransition.scale
return AnyTransition.asymmetric(insertion: transition.animation(.easeInOut), removal: .identity)
及型号代码:
struct GameModel
private(set) var tiles: Array<Array<Tile>>
private(set) var gridSize:Int
init(gridSize:Int)
self.gridSize = gridSize
tiles = Array<Array<Tile>>()
for i in 0..<gridSize
var row = Array<Tile>()
for j in 0..<gridSize
row.append(Tile(x: j, y: i))
tiles.append(row)
generateTile()
generateTile()
private mutating func generateTile()
var emptyPositionArr:Array<(x:Int,y:Int)> = []
for rowIndex in 0..<gridSize
for colIndex in 0..<gridSize
if(tiles[rowIndex][colIndex].value == 0)
emptyPositionArr.append((x:colIndex,y:rowIndex))
if let randomPos = emptyPositionArr.randomElement()
let randomValue = Bool.random() ? 2 : 4
tiles[randomPos.y][randomPos.x].value = randomValue
else
print("No remaining spaces!")
mutating func prepareTiles()
for y in 0..<gridSize
for x in 0..<gridSize
if(tiles[y][x].value != 0)
tiles[y][x].mergedFrom = nil
// tiles[y][x].savePosition()
mutating func move(by direction:Direction)
let vector:(x:Int,y:Int) = getVector(by: direction)
var moved = false
prepareTiles()
var col:Array<Int> = []
var row:Array<Int> = []
for i in 0...3
col.append(i)
row.append(i)
if(vector.x == 1)
col = col.reversed()
if(vector.y == 1)
row = row.reversed()
for y in row
for x in col
let cell = Cell(x: x, y: y)
var newCell:Cell
let tile = tiles[y][x]
if(tile.value != 0)
let positions = findFarthestPosition(cell: cell, vector: vector)
if let next = cellCotent(at: positions.next), next.value == tile.value, next.mergedFrom == nil
let merged = Tile(x: next.x, y: next.y, value: tile.value * 2, mergedFrom: [tile,next])
insertTile(tile: merged)
removeTile(tile: tile)
newCell = Cell(x: next.x, y: next.y)
else
removeTile(tile: tile)
insertTile(tile: Tile(x: positions.farthest.x, y: positions.farthest.y, value: tile.value,previousPosition: cell))
newCell = Cell(x: positions.farthest.x, y: positions.farthest.y)
if(newCell.x != cell.x || newCell.y != cell.y)
moved = true
if(moved)
generateTile()
func findFarthestPosition(cell: Cell,vector:(x:Int,y:Int)) -> (farthest:Cell,next:Cell)
var previous:Cell
var currentcell = cell
repeat
previous = currentcell
currentcell = Cell(x: previous.x + vector.x, y: previous.y + vector.y)
while(withinBounds(cell: currentcell) && cellAvailable(cell: currentcell) )
return (previous,currentcell)
func getVector(by direction:Direction) -> (x:Int,y:Int)
var x = 0;
var y = 0;
switch direction
case .down:
y = 1
case .up:
y = -1
case .left:
x = -1
case .right:
x = 1
return (x:x,y:y)
//MARK: - Cell
struct Cell
var x:Int
var y:Int
func cellCotent(at cell:Cell) -> Tile?
if(withinBounds(cell: cell))
return tiles[cell.y][cell.x]
else
return nil
func cellAvailable (cell:Cell) -> Bool
if(withinBounds(cell: cell))
return tiles[cell.y][cell.x].value == 0
else
return false
func withinBounds(cell:Cell) -> Bool
return cell.x >= 0 && cell.x < self.gridSize && cell.y >= 0 && cell.y < gridSize
mutating func insertTile(tile:Tile)
tiles[tile.y][tile.x] = tile
mutating func removeTile(tile:Tile)
tiles[tile.y][tile.x].value = 0
tiles[tile.y][tile.x].mergedFrom = nil
tiles[tile.y][tile.x].previousPosition = nil
mutating func moveTile(tile:Tile,cell:Cell)
tiles[tile.y][tile.x].value = 0
tiles[tile.y][tile.x].mergedFrom = nil
tiles[cell.y][cell.x] = tile
//MARK: - Tile
struct Tile: Identifiable
var x:Int
var y:Int
var value:Int = 0
var mergedFrom:Array<Tile>?
var previousPosition:Cell?
var bgColor:Color
get
if(value > 2048)
return Color(.black)
else
return GameModel.ColorMap[value]!
var fontColor:Color
get
if(value <= 4)
return Color(.black)
else
return Color(.white)
var id: Int
get
(y*10) + x
mutating func savePosition()
self.previousPosition = Cell(x: x, y: y)
static let ColorMap = [
0:Color(#colorLiteral(red: 0.8036968112, green: 0.7560353875, blue: 0.7039339542, alpha: 1)),
2: Color(#colorLiteral(red: 0.9316522479, green: 0.8934505582, blue: 0.8544340134, alpha: 1)),
4: Color(#colorLiteral(red: 0.9296537042, green: 0.8780228496, blue: 0.7861451507, alpha: 1)),
8: Color(#colorLiteral(red: 0.9504186511, green: 0.6943461895, blue: 0.4723204374, alpha: 1)),
16: Color(#colorLiteral(red: 0.9621869922, green: 0.6018956304, blue: 0.3936881721, alpha: 1)),
32:Color(#colorLiteral(red: 0.9640850425, green: 0.49890697, blue: 0.3777080476, alpha: 1)),
64: Color(#colorLiteral(red: 0.9669782519, green: 0.406899184, blue: 0.2450104952, alpha: 1)),
128: Color(#colorLiteral(red: 0.9315031767, green: 0.8115276694, blue: 0.4460085034, alpha: 1)),
256: Color(#colorLiteral(red: 0.9288312197, green: 0.7997121811, blue: 0.3823960423, alpha: 1)),
512: Color(#colorLiteral(red: 0.9315162301, green: 0.783490479, blue: 0.3152971864, alpha: 1)),
1024: Color(#colorLiteral(red: 0.9308142066, green: 0.7592952847, blue: 0.179728806, alpha: 1)),
2048: Color(#colorLiteral(red: 0.9308142066, green: 0.7592952847, blue: 0.179728806, alpha: 1)),
]
enum Direction
case up
case down
case left
case right
视图模型:
class GameViewModel: ObservableObject
@Published private(set) var model: GameModel = GameViewModel.createGame()
private static func createGame () -> GameModel
return GameModel(gridSize: 4)
//MARK: - Access to the model
var tiles:Array<Array<GameModel.Tile>>
model.tiles
var gridSize:Int
model.gridSize
//MARK: - Intent(s)
func move(by direction:GameModel.Direction)
model.move(by: direction)
我的源代码上传到github,请大家帮帮我
【问题讨论】:
请阅读***.com/help/how-to-ask -> 问题应该只有一个问题,而不是很多 【参考方案1】:发生这种情况是因为图块被移动到其 Z 位置低于“挡道”行的位置
您可以将背景与图块分开,因此您可以确保图块始终位于顶部:
var body: some View
let tap = DragGesture().onEnded(value in self.move(by: value))
return GeometryReadergeo in
ZStack
RoundedRectangle(cornerRadius: 10.0).fill(Color(#colorLiteral(red: 0.719702065, green: 0.6819230318, blue: 0.6252140403, alpha: 1)))
VStack
ForEach(0..<self.viewModel.gridSize) rowIndex in
HStack
ForEach(0..<self.viewModel.gridSize) columnIndex in
RoundedRectangle(cornerRadius: 10.0).fill(Color(#colorLiteral(red: 0.794301331, green: 0.7563138604, blue: 0.7084676027, alpha: 1))).transition(.identity)
.padding()
VStack
ForEach(0..<self.viewModel.gridSize)rowIndex in
HStack
ForEach(self.viewModel.tiles[rowIndex])tile in
TileView(tile:tile)
.padding()
.gesture(tap)
.frame(width: geo.size.width, height: geo.size.width, alignment: .center)
【讨论】:
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