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Peter J. Keleher authoredPeter J. Keleher authored
Assignment 3: Fancy Twos
v1.01:
- minor edits
Goals
Learn to use:
- property animation
- custom views
- drawing
- gestures
- tab bars
- user defaults
- dynamic animations
This is the project where we end up with a real SwiftUI game we can give out to friends and family. We are not significantly changing core functionality, but we are adding many of the extras that make apps usable. See the demo video on ELMS.
Before you begin
This project is based on the last one, but copying Xcode projects is a dicy, multiple-step project, easy to mess up.
Instead, I suggest you create a new project assign3
in your repository,
no need for any tests. Create new files with the same name in your last project ("model.swift" and any other files you created), and copy paste the files to this new project.
Run this version to ensure everything is working correctly, quit out of Xcode,
git add
your code, and then commit push to the server. Note that if you
create more files, you need to manually add them as well. git status
will
tell you what has been modified or is new.
We realize that git
is sometimes a challenging, non-intuitive tool,
especially as we are not using Xcode's GUI interface, but understanding git
will serve you well in almost any facet of the tech world going forward.
Task 1: Ensure Model is using Tile
Your model is conceptually unchanged. However, the view is now going to animate with tile movement, therefore needs to recognize specific tiles in order to identify tile movements.
Your data model should be based on Tiles, with a structure like this:
struct Tile {
var val : Int
var id : Int
var lastRow: Int // recommended
var lastCol: Int // recommended
}
val
represents the value to be shown on the board, id
is an unique id for this tile. You may also include lastRow
and lastCol
to represent the location of this Tile on the board (They could help you determine the frame of tiles in the view), and also include any other variables as you need. Then, the board
in your model will change from Int to Tile?. With this change, you can explicitly manipulate each tile on the board by working on its corresponding "Tile" data structure.
Suppose we have a row of tiles as:
(val: 2, id: 13), (val:2, id:14), nil, nil
If we are collapsing left, we want Tile id = 13
to disapper, while moving id = 14
to its left, and change its value to 4. This will make the animation the view animation more straightforward and fluid. You might need to modify your model's shift() function to handle this task.
Task 2: TileViews
Your approach should be based custom views, called TileViews, that include the Tile structures you made previously. You might define the new views as follows:
struct TileView: View {
var tile = Tile(val: 0, id: 0, lastRow: 0, lastCol: 0)
...
init(tile: Tile) {
self.tile = tile
...
}
var body: some View {
Text(tile.val.description)
...
}
}
You can create a method func getFrame(t: TileView) -> CGRect
to
calculate the frame of each TileView
, and use Offset
to change the
location of each tile shown on the screen. Your code should be able to
perform as last assignment since each TileView
has its unique id,
value and frame on the screen.
You can make a list of TileView
, and load the TileView
with
ForEach
when the view gets updated. Each time a new tile is added to
the list, or an old tile is removed from the list, or tile in the list
changes, the view should get updated.
You may revise the spawn() method in Model or related method in View so that each time a new tile is spawned, its corresponding Tileview will be added to the list.
Task 3: Animation
You need to implement "tile moving animation" to show the movements of tiles while clicking the direction buttons.
Hint: You can implement the animation of tile movement by adding animation keywords at 2 locations of your implementation. You may also need to use .offset with variables to determine the start and end location of each tile. Example:
- tileView:
ForEach (0..<tiles.count, id: \.self) { i in
tileView[i].offset(x: x[i], y: y[i])
.animation(.easeInOut(duration: 1))
- Button:
Button (action: withAnimation
{movingUp}) {
Text("Up")
}
There are plenty of ways to make animations in SwiftUI, you do not have to implement the same way as we did here. We will not inspect your code for this project, but only check your View.
Task 4: End of Game
In the last project, we never handled a situation when our game failed
or ended. We should implement a Boolean variable isDone
in
model.swift, and a method func isGameDone()
to check if the game is
ended.
When will the game end?
-
When there is no any empty tile or possible moves of the tiles in the board. You should handle the situation where some of the directions are not executable where some other directions are executable. In this situation, clicking the un-executable direction button will do nothing. Only when ALL 4 directions are not executable, the game is ended.
-
When we click the
New Game
button. Every time we click theNew Game
button, the current game will end.
What will happen after the game ends?
A window should pop up to show the final score of current play. You
can use ZStack
to implement this view. By clicking the "Close"
button should start a new game. Every time a game ends, the score
should be recorded, this will be discussed in later task.
Task 5: Gestures
Add up, down, left, and right drag gestures to the board. Each
direction gesture should work exactly the same as cliking the
direction buttom. The gesture can be attached to your game board by
adding .gesture(DragGesture ...)
at the end of your board view.
Task 6: TabView
You should create a TabView
in your ContentView.swift with three subviews. The first should be your board
view, the second the high scores, and the third is your "About" screen.
Task 7: Implement the HighScores Page
For the Score Model:
- Create a new data structure Score to record each game's result. You may want to add more variables and methods as needed.
Hashable
is not necessary but makes it much easier to sort the list. The following is an example of this data structure:
struct Score: Hashable {
var score: Int
var time: Date
func hash(into hasher: inout Hasher) {
hasher.combine(time)
}
init(score: Int, time: Date) {
self.score = score
self.time = time
}
}
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Create a high scores list. Add two initial entries (score = 300 and 400, while date time can be any time) to this list when the app gets initiated. This means that we should see two results in the score page even if we never played a game.
-
Sort the list. You can perform the sorting when the score page appears, or when new data points are added.