ios - Swift 3 game button pressed loop -
i have array of images if pressed button image randomly appear. , there image down called array appears randomly once opened game. want conditions statement button pressed. have 5 conditions once button clicked: 1- if pressed , image appeared not same uiimage view down score added 2- if button did not press 2 seconds appear down. 3- if button pressed , same uiimage game over. 4- if calculated 4 images down because didn't hit image in 2 seconds lose.
var array:[uiimage] = [uiimage(named: "1.png")!, uiimage(named: "2.png")!, uiimage(named: "3.png")!, uiimage(named: "4.png")!, uiimage(named: "5.png")!, uiimage(named: "6.png")!, uiimage(named: "7.png")!, uiimage(named: "8.png")!, uiimage(named: "9.png")!, uiimage(named: "10.png")!]
var random = arc4random_uniform(10)
@ibaction func mybuttonpressed(button: uibutton) { var randomnum: uint32 = 10 randomnum = arc4random_uniform(uint32(array.count)) mybutton.setimage(uiimage(named: "bird\(randomnum).png"), for: uicontrolstate.normal) // mybutton.setimage(uiimage(named: "\(randomnum).png"), for: ui) self.myimage.animationimages = array let buttonwidth = mybutton.frame.width let buttonheight = mybutton.frame.height // find width , height of enclosing view let viewwidth = mybutton.superview!.bounds.width let viewheight = mybutton.superview!.bounds.height // compute width , height of area contain button's center let xwidth = viewwidth - buttonwidth let yheight = viewheight - buttonheight // generate random x , y offset let xoffset = cgfloat(arc4random_uniform(uint32(xwidth))) let yoffset = cgfloat(arc4random_uniform(uint32(yheight))) // offset button's center random offsets. mybutton.center.x = xoffset + buttonwidth / 2 mybutton.center.y = yoffset + buttonheight / 2 /* in array{ if mybutton != myimage{ randomnum = arc4random_uniform(uint32(array.count)) } if else } */ }
perhaps try this. first condition, uiimage view variable. uiimage view being displayed on storyboard?
import uikit class viewcontroller: uiviewcontroller { var array: [uiimage] = [uiimage(named: "1.png")!, uiimage(named: "2.png")!, uiimage(named: "3.png")!, uiimage(named: "4.png")!, uiimage(named: "5.png")!] @iboutlet weak var mybutton: uibutton! var pressed: bool = false; var score: int = 0; override func viewdidload() { super.viewdidload() // additional setup after loading view, typically nib. //2nd condition: if button did not press 2 seconds appear down if(pressed == false){ timer.scheduledtimer(timeinterval: 0.2, target: self, selector: #selector(viewcontroller.dosomething), userinfo: nil, repeats: true) } } override func didreceivememorywarning() { super.didreceivememorywarning() // dispose of resources can recreated. } @ibaction func ispressed(_ sender: uibutton) { pressed = true; var randomnum: uint32 = 10 randomnum = arc4random_uniform(uint32(array.count)); mybutton.setimage(uiimage(named: "\(randomnum).png"), for: .normal) // 1st condition: if pressed , image appeared not same uiimage view down score added if( uiimage(named: "\(randomnum).png") != mybutton.currentimage){ //add view down score score += 1; } // 3rd condition: if button pressed , same uiimage game on else{ // game on } } func dosomething() { // not sure mean appear down print("action") } }
i not quite sure 4th condition does. please clarify
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