iOS Development

ios – I’m creating an card matching sport however the playing cards aren’t flipping round and I wish to show the pairs created

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That is the code that I’ve up to now. It doesn’t have any errors however the playing cards will not flip round. They’re within the property and are related. I do not why they don’t seem to be. I additionally wish to understand how I’d show the variety of pairs made when the two playing cards are matched.

import UIKit
import AVFoundation

class FirstViewController: UIViewController {
    
    // MARK: - IBOutlets
    
    @IBOutlet weak var c0: UIButton!
    @IBOutlet weak var c1: UIButton!
    @IBOutlet weak var c2: UIButton!
    @IBOutlet weak var c3: UIButton!
    @IBOutlet weak var c4: UIButton!
    @IBOutlet weak var c5: UIButton!
    @IBOutlet weak var c6: UIButton!
    @IBOutlet weak var c7: UIButton!
    @IBOutlet weak var c8: UIButton!
    @IBOutlet weak var c9: UIButton!
    @IBOutlet weak var c10: UIButton!
    @IBOutlet weak var c11: UIButton!
    
    @IBOutlet weak var timerLabel: UILabel!
    @IBOutlet weak var numberOfPairsLabel: UILabel!
    
    
    // MARK: - Variables and Constants
    
    var buttonsArray = [UIButton]()
    var solutions = [Int]()
    var faceDown = [true, true, true, true, true, true, true, true, true, true, true, true]
    var matchedCards = [false, false, false, false, false, false, false, false, false, false, false, false]
    var randCard = -1
    var cardDrawn  = -1
    var numFaceUp = 0
    var disabledCards = false
    var numberOfPairs = 0
    var participant: AVAudioPlayer!
    
    var timeRemaining = 30
    
    var timer = Timer() //variable sort is timer
    
    
    @objc func countDown (){
        
        timeRemaining = timeRemaining - 1
        
        timerLabel.textual content = String(timeRemaining)
        
        
        if timeRemaining == 0 {
            
            GameOver()
            
        }
        
        
    } // finish countDown perform
    
    
    
    func GameOver () {
        
        timer.invalidate()
        performSegue(withIdentifier: "popUpView", sender: self)
        
    }
    
    
    
    
    @IBAction func cardClicked(_ sender: UIButton) {
        
        cardDrawn = Int(sender.restorationIdentifier!)!
        
        //if card is at present facedown, then present card quantity that matches drawn card
        
        if (faceDown[cardDrawn] == true){
            buttonsArray[cardDrawn].setBackgroundImage(UIImage(named: String(solutions[cardDrawn])), for: .regular)
            faceDown[cardDrawn] = false
            
        }
        //if card is face-up then present again of the cardboard
        else{
            buttonsArray[cardDrawn].setBackgroundImage(UIImage(named: "again"), for: .regular)
            faceDown[cardDrawn] = true
        }
        
        //verify what number of playing cards are at present confronted up
        numFaceUp = faceDown.filter({$0 == false}).rely
        print(numFaceUp)
        if numFaceUp == 2{
            disabledCards = true
        }
        
        //if 2 playing cards are face-up then disable all different playing cards untill they're bith face down once more or a match is discovered.
        if disabledCards == true {
            var flippedCardFound = false
            var cardPos1 = -1
            var cardPos2 = -1
            
            if numFaceUp == 2{
                //is card at i is facedown then disable it.
                for i in 0...11{
                    if (faceDown[i] == true)
                    {
                        buttonsArray[i].isUserInteractionEnabled = false
                    }
                    
                    //if card is face up file its place
                    if (faceDown[i] == false && flippedCardFound == false){
                        cardPos1 = i
                        flippedCardFound = true
                    }
                    //if te seoncd card is face up file its place
                    else if (faceDown[i] == false && flippedCardFound == true){
                        cardPos2 = i
                    }
                }
            }
            
            if ((cardPos2 != -1) && (solutions[cardPos1]==solutions[cardPos2])){
                matchedCards[cardPos1] = true
                matchedCards[cardPos2] = true
                buttonsArray[cardPos1].isUserInteractionEnabled = false
                buttonsArray[cardPos2].isUserInteractionEnabled = false
                numFaceUp = 0
                
                if (matchedCards.filter({ $0 == true}).rely) == 12{
                    let alertController = UIAlertController(title: "You Win!", message: "Congrats!", preferredStyle: UIAlertController.Fashion.alert)
                    alertController.addAction(UIAlertAction(title: "Okay", type: UIAlertAction.Fashion.default,handler: nil))
                    self.current(alertController, animated: true, completion: nil)
                }
            }
        }
        
        //if variety of face-up playing cards is again to 0 then reenable unmatched playing cards.
        if numFaceUp == 0 {
            disabledCards = false
            faceDown = [true, true, true, true, true, true, true, true, true, true, true, true]
            for i in 0...11{
                if matchedCards[i] == false{
                    buttonsArray[i].isUserInteractionEnabled = true
                }
            }
        }
        if timeRemaining == 0 {
            
            GameOver()
        }
    }
    
    @IBAction func newGameAction(_ sender: UIButton) {
        newGame()
    }
    
    
    func newGame (){
        
        
        timer.invalidate()
        
        timerLabel.textual content = "30"
        
        timeRemaining = 30
        
        timer = Timer.scheduledTimer(timeInterval: 1, goal: self, selector: #selector(self.countDown), userInfo: nil, repeats: true)
        
        disabledCards = false
        numFaceUp = 0
        faceDown = [true, true, true, true, true, true, true, true, true, true, true, true]
        matchedCards = [false, false, false, false, false, false, false, false, false, false, false, false]
        //this loop units the background of every button to "again and permits every button.
        for i in 0...11{
            buttonsArray[i].isUserInteractionEnabled = true
            buttonsArray[i].setBackgroundImage(UIImage(named: "again"), for: .regular)
        }
        //removes all solutions from solutions array in order that new ones will be added at first of every sport
        solutions.removeAll()
        
        //this array shall be used to create the array for the random card draw
        //every quantity is in there twice to symbolize the identical card twice
        var nums = [0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4, 5]
        
        //this loop randomely selects a quantity kind the nums array after which appends that quantity to the following
        //accessible positions within the solutions array. That quantity is then faraway from the nums array in order that it can't be used twice
        
        for i in 0...11{
            let randCard = Int(arc4random_uniform(UInt32(nums.rely)))
            solutions.append(nums[randCard])
            //[2, 1, 4]
            nums.take away(at: randCard)
            //[0, 1, 3, 5, 0, 2, 3, 4, 5]
        }
        
        print(solutions)
    }
    
    override func viewDidAppear(_ animated: Bool) {
        buttonsArray = [c0, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10, c11]
        newGame()
        playSound()
    }
    
    //if {
    //numberOfPairs = numberOfPairs + 1
    //numberOfPairsLabel.textual content = (numberOfPairs)
    //}
    
    // MARK: - IBActions and Features
    
    override func viewDidLoad() {
        tremendous.viewDidLoad()
        // Do any extra setup after loading the view.
    }

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