I am working on a small dice game made with Swift. I started with a udemy course and now I am missing a functionality that I really want to be implemented.
I got two dices and a button. If I press the button both dices will roll. Is there a way to lock a dice?
For example: I throw a '3' and a '1'. I tap on the '1' and press the button 'throw' now only the '3' will roll and the '1' stays '1'.
Anyone that can help me out with this? I hope my question and example is clear enough to understand.
Looking forward to your responses.
Here is the code:
@IBOutlet weak var diceImage1: UIImageView!
@IBOutlet weak var diceImage2: UIImageView!
var randomDiceIndex1 : Int = 0
var randomDiceIndex2 : Int = 0
let diceArray = ["dice1", "dice2", "dice3", "dice4", "dice5", "dice6"]
override func viewDidLoad() {
super.viewDidLoad()
updateDiceImages()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func buttonPressed(_ sender: Any) {
updateDiceImages()
}
func updateDiceImages(){
randomDiceIndex1 = Int(arc4random_uniform(6))
randomDiceIndex2 = Int(arc4random_uniform(6))
diceImage1.image = UIImage(named: diceArray[randomDiceIndex1])
diceImage2.image = UIImage(named: diceArray[randomDiceIndex2])
}
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
updateDiceImages()
}
}
Make your dices UIButtons instead of UIImageView (you can assign images for Buttons just like Images but additionally they will be tappable). Create 2 booleans and name them like 'lockDice1' and 'lockDice2' Make @IBAction's for both buttons and name them something like "switchDice1Lock" and "switchDice2Lock". Inside of this functions you can switch diceLocks like
lockDice1 = !lockDice1
and
lockDice2 = !lockDice2
accordingly.
then change
randomDiceIndex1 = Int(arc4random_uniform(6))
randomDiceIndex2 = Int(arc4random_uniform(6))
to
randomDiceIndex1 = lockDice1 ? randomDiceIndex1 : Int(arc4random_uniform(6))
randomDiceIndex2 = lockDice2 ? randomDiceIndex2 : Int(arc4random_uniform(6))
and it should work then.
Here's the solution to your problem:
Add tap gesture to your die images and change their highlighted state, If the state is highlighted don't change that die else change the images.
Adding a border to the imageView Confirms that die is locked.
class ViewController: UIViewController, UIGestureRecognizerDelegate {
@IBOutlet weak var diceImage1: UIImageView!
@IBOutlet weak var diceImage2: UIImageView!
var randomDiceIndex1 : Int = 0
var randomDiceIndex2 : Int = 0
let diceArray = ["dice1", "dice2", "dice3", "dice4", "dice5", "dice6"]
override func viewDidLoad() {
super.viewDidLoad()
updateDiceImages()
let die1tap = UITapGestureRecognizer(target: self, action: #selector(dice1Tapped))
let die2tap = UITapGestureRecognizer(target: self, action: #selector(dice2Tapped))
diceImage1.addGestureRecognizer(die1tap)
diceImage2.addGestureRecognizer(die2tap)
}
@IBAction func buttonPressed(_ sender: Any) {
updateDiceImages()
}
@objc func dice1Tapped() {
diceImage1.isHighlighted = !diceImage1.isHighlighted
if !diceImage1.isHighlighted {
diceImage1.layer.borderWidth = 0
}else {
diceImage1.layer.borderWidth = 2
diceImage1.layer.borderColor = UIColor.red.cgColor
}
}
@objc func dice2Tapped() {
diceImage2.isHighlighted = !diceImage2.isHighlighted
if !diceImage2.isHighlighted {
diceImage2.layer.borderWidth = 0
}else {
diceImage2.layer.borderWidth = 2
diceImage2.layer.borderColor = UIColor.red.cgColor
}
}
func updateDiceImages(){
if !diceImage1.isHighlighted {
randomDiceIndex1 = Int(arc4random_uniform(6))
diceImage1.image = UIImage(named: diceArray[randomDiceIndex1])
}
if !diceImage2.isHighlighted {
randomDiceIndex2 = Int(arc4random_uniform(6))
diceImage2.image = UIImage(named: diceArray[randomDiceIndex2])
}
}
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
updateDiceImages()
}
}
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