Learn to use:
- property animation
- custom views
- drawing
- gestures
- tab bar view controllers
- user defaults
- dynamic animations
This is the project where we end up with a real 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.
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.
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.
If you used a simple "Text View" for each tile and an 4 * 4 Int
array to represent the values for the tiles, in this assignment, you need to change the data model to a "Tile". You should create a data structure like this:
struct Tile {
var val : Int
var id : Int
var row: Int // recommended
var col: Int // recommended
}
val
represents the value to be shown on the board, id
is an unique id for this tile. You may also include row
and col
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: 1, id: 13), (val:2, id:14), nil, nil
If we collapsing left, we want id = 13
to disapper, while moving id = 14
to its left, and change its value to 3. This will make the animation in View more straightforward. You should change shift() function in your model to handle this task.
For each of "Text View" (or any View structure you created for a tile) should now include a value of Tile
data structure we just created. You may do this by creating a new View
structure as:
struct TileView: View {
var tile = Tile(val: 0, id: 0, row: 0, col: 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.
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.
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.
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.
You should create a TabView
in your ContentView.swift, and include three views inside the TabView. The first one should be your board view, and we will work on the second and third views later on. Your TabView
should be implemented like this:
TabView {
Board().tabItem {
Label("Board", systemImage: "gamecontroller")
}
Scores().tabItem {
Label("Scores", systemImage: "list.dash")
}
About().tabItem {
Label("About", systemImage: "info.circle")
}
}
- Create a new data structure Score which includes at least two variables. You will use this data structure to record each game's result. You may want to add more variables and methods as needed.
Hashable
is not necessary but it can make our lives easier to sort a list of Score. An example of this data structure is:
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
}
}
-
Create a list of Score, which will record all previous games' results. Add 2 initial data (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 we never played any one game.
-
Sorting the list. You can do the sorting when the score page appears or each new data point is added to the Score list.
You should:
- Create a new file called "Scores.swift", and create a view controller called
Scores
- Include a
List View
in this view controller, you should useForEach
to traversal through the Score list we just created in the model to show the data of each game. You should include the rank, the score, and the date time of each data point.
Important The score should be sorted from high to low on the list. The data time can be any format, but should include all the information of "hour, minute, second, date and year'.
It doesn't have to be like mine, and it doesn't have to use gestures, but it
should be fancy. Use Path.addCurve()
or CGPath
to draw something a diagram, make a little
mini-game or animation, be creative!
Until now, we only implement the app based on a Portrait-position screen. We should implement the app in a Landscape screen as well. You can create variables
@Environment(\.verticalSizeClass) var verticalSizeClass
@Environment(\.horizontalSizeClass) var horizontalSizeClass
to check the current orientation of the screen and modify the View accordingly. We will test your work by rotating the screen, we should see the position of game board and buttons are arranged well on each screen orientation.
Note that the above tasks are for sequencing your work. They do not match up exactly with this grading rubric:
- 30: Animation of tile movement
- 20: End of game logics
- 10: Gestures
- 10: TabView with navigations
- 10: High Scores Page
- 10: About Page with animation.
- 10: Orientations of Screen