在iOS游戏开发中,比如2048游戏。有时会需要存储N×N数组的数据模型(如3×3,4×4等)。这里我们演示了三种实现方式,分别是:一维数组、仿二维数组、自定义二维数组(即矩阵结构)。
功能是根据传入维度初始化数组,同时提供设置值和打印输出所有值的功能,判断数组是否已满(全不为0),以及目前空位的坐标集。
1,使用一维数组实现
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import
Foundation
class
GameModel
{
var
dimension:
Int
= 0
var
tiles:
Array
<
Int
>
init
(dimension:
Int
)
{
self
.dimension = dimension
self
.tiles =
Array
<
Int
>(count:
self
.dimension*
self
.dimension, repeatedValue:0)
}
//找出空位置
func
emptyPositions()-> [
Int
]
{
var
emptytiles =
Array
<
Int
>()
//var index:Int
for
i
in
0..<(dimension*dimension)
{
if
(tiles[i] == 0)
{
emptytiles.append(i)
}
}
return
emptytiles
}
//位置是否已满
func
isFull()->
Bool
{
if
(emptyPositions().count == 0)
{
return
true
}
return
false
}
//输出当前数据模型
func
printTiles()
{
println
(tiles)
println
(
"输出数据模型数据"
)
var
count = tiles.count
for
var
i=0; i<count; i++
{
if
(i+1) %
Int
(dimension) == 0
{
println
(tiles[i])
}
else
{
print
(
"\(tiles[i])\t"
)
}
}
println
(
""
)
}
//如果返回 false ,表示该位置 已经有值
func
setPosition(row:
Int
, col:
Int
, value:
Int
) ->
Bool
{
assert(row >= 0 && row < dimension)
assert(col >= 0 && col < dimension)
//3行4列,即 row=2 , col=3 index=2*4+3 = 11
//4行4列,即 3*4+3 = 15
var
index =
self
.dimension * row + col
var
val = tiles[index]
if
(val > 0)
{
println
(
"该位置(\(row), \(col))已经有值了"
)
return
false
}
tiles[index] = value
return
true
}
}
|
2,使用二维数组实现
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import
Foundation
class
GameModelBA
{
var
dimension:
Int
= 0
var
tiles:
Array
<
Array
<
Int
>>
//由外部来传入维度值
init
(dimension:
Int
)
{
self
.dimension = dimension
self
.tiles =
Array
(count:
self
.dimension,
repeatedValue:
Array
(count:
self
.dimension, repeatedValue:0))
}
//找出空位置
func
emptyPositions()-> [
Int
]
{
var
emptytiles =
Array
<
Int
>()
//var index:Int
for
row
in
0..<
self
.dimension
{
for
col
in
0..<
self
.dimension
{
if
(tiles[row][col] == 0)
{
emptytiles.append(tiles[row][col])
}
}
}
return
emptytiles
}
//如果返回 false ,表示该位置 已经有值
func
setPosition(row:
Int
, col:
Int
, value:
Int
) ->
Bool
{
assert(row >= 0 && row < dimension)
assert(col >= 0 && col < dimension)
var
val = tiles[row][col]
if
(val > 0)
{
println
(
"该位置(\(row), \(col))已经有值了"
)
return
false
}
printTiles()
//tiles[row][col] = value
var
rdata =
Array
(count:
self
.dimension, repeatedValue:0)
for
i
in
0..<
self
.dimension
{
rdata[i] = tiles[row][i]
}
rdata[col] = value
tiles[row] = rdata
return
true
}
//位置是否已满
func
isFull()->
Bool
{
if
(emptyPositions().count == 0)
{
return
true
}
return
false
}
//输出当前数据模型
func
printTiles()
{
println
(tiles)
println
(
"输出数据模型数据"
)
var
count = tiles.count
for
row
in
0..<
self
.dimension
{
for
col
in
0..<
self
.dimension
{
print
(
"\(tiles[row][col])\t"
)
}
println
(
""
)
}
println
(
""
)
}
}
|
3,使用自定义二维数组(即矩阵结构)
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|
import
Foundation
//自定义矩阵数据结构
struct
Matrix
{
let
rows:
Int
, columns:
Int
var
grid: [
Int
]
init
(rows:
Int
, columns:
Int
) {
self
.rows = rows
self
.columns = columns
grid =
Array
(count: rows * columns, repeatedValue: 0)
}
func
indexIsValidForRow(row:
Int
, column:
Int
) ->
Bool
{
return
row >= 0 && row < rows && column >= 0 && column < columns
}
subscript(row:
Int
, column:
Int
) ->
Int
{
get
{
assert(indexIsValidForRow(row, column: column),
"超出范围"
)
return
grid[(row * columns) + column]
}
set
{
assert(indexIsValidForRow(row, column: column),
"超出范围"
)
grid[(row * columns) + column] = newValue
}
}
}
class
GameModelMatrix
{
var
dimension:
Int
= 0
var
tiles:
Matrix
//由外部来传入维度值
init
(dimension:
Int
)
{
self
.dimension = dimension
self
.tiles =
Matrix
(rows:
self
.dimension, columns:
self
.dimension)
}
//找出空位置
func
emptyPositions()-> [
Int
]
{
var
emptytiles =
Array
<
Int
>()
//var index:Int
for
row
in
0..<
self
.dimension
{
for
col
in
0..<
self
.dimension
{
var
val = tiles[row,col]
if
(val == 0)
{
emptytiles.append(tiles[row, col])
}
}
}
return
emptytiles
}
//如果返回 false ,表示该位置已经有值
func
setPosition(row:
Int
, col:
Int
, value:
Int
) ->
Bool
{
assert(row >= 0 && row < dimension)
assert(col >= 0 && col < dimension)
var
val = tiles[row,col]
if
(val > 0)
{
println
(
"该位置(\(row), \(col))已经有值了"
)
return
false
}
printTiles()
tiles[row, col] = value
printTiles()
return
true
}
//位置是否已满
func
isFull()->
Bool
{
if
(emptyPositions().count == 0)
{
return
true
}
return
false
}
//输出当前数据模型
func
printTiles()
{
println
(tiles)
println
(
"输出数据模型数据"
)
for
row
in
0..<
self
.dimension
{
for
col
in
0..<
self
.dimension
{
print
(
"\(tiles[row, col])\t"
)
}
println
(
""
)
}
println
(
""
)
}
}
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