How to change/raise an old variable when opening the app? - ios

I am new to Swift and already tried to search on this topic, but I don't know how it's called, so I'm asking it now. I want to make a sort of Cookie Clicker. Every time I press the button there will be more money.
I already managed to save "the money" when I open the app, but now I want to add to that "old" money when I click the button. Does anyone know how to do this?
Here is my code:
import UIKit
import AVFoundation
var employers = 0
var money = 0
class ViewController: UIViewController {
#IBOutlet var score: UILabel!
#IBOutlet var moneysecond: UILabel!
#IBOutlet var employees: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func clickbutton(_ sender: Any) {
money = money + 20
score.text = "$\(money).-"
UserDefaults.standard.set(score.text, forKey: "dollar")
score.text = "$\(money).-"
}
override func viewDidAppear(_ animated: Bool) {
if let x = UserDefaults.standard.object(forKey: "dollar") as? String {
score.text = x
}
}
}

Do not store some String into the UserDefaults but the actual value of money, e.g. an Int. And set the value of money initially.
Right now you set the displayed text to the value you have stored, then on click you increment a money variable which does not have anything to do with the value read from the UserDefaults, therefore you lose the information of what was previously set during the last application run.
Proposal:
move money into the ViewController
change viewDidLoad to read a value of UserDefaults.standard.integer(forKey: "dollar") into money
in viewDidAppear use the value of money to set the text
in clickbutton remove the first or second score.text assignment and do not store score.text but money in the UserDefaults

Actually this is the same idea as luk2302's suggestion but in code
class ViewController: UIViewController {
#IBOutlet var score: UILabel!
#IBOutlet var moneysecond: UILabel!
#IBOutlet var employees: UILabel!
var money = 0
var employers = 0
override func viewDidLoad() {
super.viewDidLoad()
money = UserDefaults.standard.integer(forKey: "dollar")
}
#IBAction func clickbutton(_ sender: Any) {
money = += 20
score.text = "$\(money).-"
UserDefaults.standard.set(money, forKey: "dollar")
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
score.text = "$\(money).-"
}
}

Related

Why isn't the score showing up after segue on different view controller?

Iv created a quiz app, that tracks the user's score till the user gets to the end. There is an if statement - when it reaches the end of the quiz, a results View controller pops up. My Question is I want to get the same score value presented at the end on the resultsViewContoller. I have connected it via segue and the identifier has been placed. The app runs but when i get to the end the segue opens up the page but the score doesnt change?
How can i solve this problem?
The user finishes the app. I call the segue method and the screen comes up.
Results View Controller
import UIKit
class ResultsViewController: UIViewController {
var fruitness = Fruitness()
#IBOutlet weak var finalScoreLabel: UILabel!
var finalScore: String!
override func prepare(for: UIStoryboardSegue, sender: Any?) {
func viewWillAppear(_ animated: Bool) {
finalScoreLabel.text = finalScore
if finalScore != nil {
finalScoreLabel.text = "FINALSCORE:\(String(describing: Int(finalScore!)))"
}
}
}
}
Game View Controller
import UIKit
class GameViewController: UIViewController {
#IBOutlet weak var progressBar: UIProgressView!
#IBOutlet private weak var fruitLabel: UILabel!
#IBOutlet private weak var scoreLabel: UILabel!
#IBOutlet weak var replayGame: UIButton!
#IBOutlet weak var optionButton0: UIButton!
#IBOutlet weak var optionButton1: UIButton!
#IBOutlet weak var optionButton2: UIButton!
#IBOutlet weak var optionButton3: UIButton!
#IBOutlet weak var optionButton4: UIButton!
#IBOutlet weak var optionButton5: UIButton!
#IBOutlet weak var optionButton6: UIButton!
#IBOutlet weak var optionButton7: UIButton!
#IBOutlet weak var optionButton8: UIButton!
#IBOutlet private var fruitButtons: [UIButton]!
var score = 0
var fruitness = Fruitness()
override func viewDidLoad() {
super.viewDidLoad()
updateUI()
}
#IBAction func replayGame(_ sender: UIButton) {
fruitness.restartGame() //Calling restart
updateUI()
}
#IBAction func touchButton(_ sender: UIButton) {
let userAnswer = sender.currentTitle!
//The userGotItRight is = to the checkAnswer function which goes through the fruitOptions array to make sure the answer is corrct. T/F
let userGotItRight = checkAnswer(userAnswer: userAnswer)
if userGotItRight {
//Depending if the user got the answer correct the button turns green/red
sender.backgroundColor = UIColor.green
} else {
sender.backgroundColor = UIColor.red
}
nextFruit() //Calling the next Fruit untill all the fruit items have been displayed.
//This timer is responsible for the UIColors green, red and clear. Without this timer the color drags onto the next fruit.
Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(updateUI), userInfo:nil, repeats: false)
}
// This check answer method needs an input to work. The input is the answer the user-choose (String).
func checkAnswer(userAnswer: String) -> Bool {
// Checks if the user got the answer correct. T/F
if userAnswer == fruitness.fruitOptions[fruitness.fruitNumber].fruit {
fruitness.score += 1 //We increase the value of score when we get the answer right.
// fruitness.finalScorez = fruitness.score
return true
} else {
return false
}
}
//Checks to make sure the eveytime it hits 0 it will shuffle.
func nextFruit() {
if fruitness.fruitNumber == 0 {
fruitness.fruitOptions.shuffle()
}
// print(fruitness.fruitOptions[fruitness.fruitNumber]) //Only gets printed in the consol
if fruitness.fruitNumber + 1 < fruitness.fruitOptions.count {
fruitness.fruitNumber += 1
} else {
self.performSegue(withIdentifier: "goToResultsVC", sender: self) //To call Segue
}
}
//Connecting and controlling oF the Segue and from GameView COntroller -> Results view controller.
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToResultsVC" {
let destinationVC = segue.destination as! ResultsViewController
destinationVC.finalScore = scoreLabel.text //Printing the final score at the end.
}
}
#objc func updateUI() {
//Controlls the background. Clearing ability between T/F answers.
optionButton0.backgroundColor = UIColor.clear
optionButton1.backgroundColor = UIColor.clear
optionButton2.backgroundColor = UIColor.clear
optionButton3.backgroundColor = UIColor.clear
optionButton4.backgroundColor = UIColor.clear
optionButton5.backgroundColor = UIColor.clear
optionButton6.backgroundColor = UIColor.clear
optionButton7.backgroundColor = UIColor.clear
optionButton8.backgroundColor = UIColor.clear
//The fruit name available that the user needs to match.
fruitLabel.text = fruitness.getFruitText()
//Displaying the progress of the user till they reach the end.
progressBar.progress = fruitness.getProgress()
//Displaying the score at all times
scoreLabel.text = "SCORE: \(fruitness.score)"
}
}
You have a number of problems with your code.
First off, the prepare(for:sender:) method gets called on the source view controller that triggers the segue, not the destination view controller.
Second, your ResultsViewController has a viewWillAppear(_:) method nested inside its prepare(for:sender:) method. Don't do that. The viewWillAppear(_:) method needs to be a top-level method of your view controller or it won't get called.
Also, viewWillAppear(_:) methods should call super.viewWillAppear(animated).
Your ResultsViewController's viewWillAppear method should look like this:
func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
finalScoreLabel.text = finalScore
}
The prepare(for:sender:) method in your GameViewController should set finalScore in your ResultsViewController so that when its viewWillAppear is called, finalScore has a value.
Edit:
(It looks like you got that last part correct. Your GameViewController's prepare(for:sender) does appear to set finalScore. Note, however, that you are using scoreLabel to hold your finalScoreValue. You should not save state in view objects. You should have a var in GameViewController that holds your score. You could make GameViewController set your score var, and have a didSet() method on the score var that installs the updated score value into the scoreLabel.)
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToResultsVC" {
let destinationVC = segue.destination as! ResultsViewController
destinationVC.finalScore = scoreLabel.text //Printing the final score at the end.
}
}
Maybe you wish to refactor your repetitive code to this one:
let optionButtonArray = [optionButton0,optionButton1 ...]
optionButtonArray.forEach { $0.backgroundColor = UIColor.clear }

Connecting Two UISegmentedControllers

I have been having trouble synchronizing the values of two UISegments. The First UISegment is suppose to get updated based on the value of the second UISegment (which is in a different ViewController) and then update the value in its own segment based on what is selected in the second ViewController. However, the values are not transferring to the first UISegment, meaning the title and value is not being stored even though I am using the defaults and storing keys.
ViewController
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var tipLabel: UILabel!
#IBOutlet weak var totalLabel: UILabel!
#IBOutlet weak var billField: UITextField!
#IBOutlet weak var tipController: UISegmentedControl!
#IBOutlet weak var splitController: UISegmentedControl!
#IBOutlet weak var splitLabel: UILabel!
let defaults = UserDefaults.standard
override func viewDidLoad() {
super.viewDidLoad()
defaults.synchronize()
billField.becomeFirstResponder()
billField.text = String(defaults.double(forKey: "bill_value"))
print(tipController.selectedSegmentIndex)
if billField.text == "" || (billField.text == nil) {
billField.placeholder = String(0.00)
}
billField.becomeFirstResponder()
tipController.selectedSegmentIndex = defaults.integer(forKey: "default_tip_index")
}
override func viewWillAppear(_ animated: Bool) {
tipController.selectedSegmentIndex = defaults.integer(forKey: "default_tip_index")
}
#IBAction func onTap(_ sender: Any) {
view.endEditing(true)
}
#IBAction func calculateTip(_ sender: Any) {
let tipPercentages = [0.18, 0.20, 0.25]
let splitNumbers = [1,2,3,4]
let bill = Double(billField.text!) ?? 0 //converts bill to double
defaults.set(bill, forKey: "bill_value") //Saves last bill input
let tip = bill * tipPercentages[tipController.selectedSegmentIndex]
let total = bill + tip
tipLabel.text = String(format: "$%.2f", tip)
totalLabel.text = String(format: "$%.2f", total)
splitLabel.text = String(format: "$%.2f", total/Double((splitNumbers[splitController.selectedSegmentIndex])))
}
}
SettingsViewController
class SettingsViewController: UIViewController {
var tipPercentageIndex:Int!
#IBOutlet weak var settingsTipController: UISegmentedControl!
let defaults = UserDefaults.standard
override func viewDidLoad() {
super.viewDidLoad()
let selectedDefaultPercent = defaults.integer(forKey: "default_tip_index")
settingsTipController.selectedSegmentIndex = selectedDefaultPercent
}
#IBAction func tipPercent(_ sender: Any) {
defaults.set(settingsTipController.selectedSegmentIndex, forKey: "default_tip_index")
defaults.synchronize()
}
#IBAction func splitNumber(_ sender: Any) {
}
#IBAction func Back(_ sender: Any) {
self.performSegue(withIdentifier: "Tippy2", sender: self)
}
}
Overall this simple application calculates the tip and updates the first UISegment when the settingsViewController is visited.

Swift - Printing out the current value of a number

I'm currently developing a counter app which every time you press a button it will count up. I have already done this and works 100%, what I'm trying to do is make a another button and when you press it, it shows the current number on the console but it only prints out 0 because that's the default variable I assigned the value to.
My whole class:
var counterNumber = 0
#IBOutlet weak var counterLabel: UILabel!
func initCount(){
counterNumber = 0
}
func numberUp(){
self.counterNumber++;
counterLabel.text = "\(self.counterNumber)"
}
#IBAction func CountUp(sender: UIButton) {
numberUp()
}
#IBAction func RestartButton(sender: UIButton) {
initCount()
}
#IBAction func printButton(sender: UIButton) {
self.numberUp();
print(self.counterNumber)
}
override func viewDidLoad() {
super.viewDidLoad()
initCount()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
Just call method numberUp in printButton: action.
var counterNumber = 0//this is a variable of class
#IBOutlet weak var counterLabel: UILabel!
#IBAction func printButton(sender: UIButton) {
self.numberUp();
print(self.counterNumber)
}
func numberUp(){
self.counterNumber++;
counterLabel.text = "\(self.counterNumber)"
}
Use 'self' keyword to call instance variables.
class ViewController: UIViewController {
// Properties
var counterNumber:Int = 0 // Make this variable Global to Class
// IBOutlets Properties
#IBOutlet weak var counterLabel: UILabel!
#IBAction func printButton(sender: UIButton) {
self.numberUp()
self.counterLabel.text = "\(self.counterNumber)"
print("\n You Pressed ==> \(sender.title) button \(self.counterNumber) times")
}
func numberUp() {
self.counterNumber += 1
self.counterLabel.text = "\(counterNumber)"
}
}

Swift - UITextField resets but UILabel doesn't

I've done plenty of searching but am not finding the answer to my question.
My two UITextFields fields are resetting using the clear function. The UILabel retains the original value from the printWatts function, doesn't clear. Would appreciate any advice to resolve this small issue as I learn Swift. Thanks!
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var inputFeet: UITextField!
#IBOutlet weak var inputWatts: UITextField!
#IBOutlet weak var resultsLabel: UILabel!
var stripFeet = ""
var wattValue = ""
var totalWatts : Float = 0.0
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func submitButton(sender: AnyObject) {
calculateWatts()
}
#IBAction func clearButton(sender: AnyObject) {
clear()
}
func calculateWatts() {
if let stripFeet = inputFeet.text,
wattValue = inputWatts.text,
fstripFeet = Float(stripFeet),
fwattValue = Float(wattValue){
totalWatts = fstripFeet * fwattValue
}
printWatts()
}
func printWatts() {
let formatWatts = String(format: "%0.2f", totalWatts)
resultsLabel.text = "Total watts: \(formatWatts)"
}
func clear(){
inputFeet.text = ""
inputWatts.text = ""
self.resultsLabel.text = ""
}
}
Thanks to #Eendje for suggesting that I check my connections. I had the submit and clear actions both connected to my submit button. Option drag is too convenient. All good now.

Passing Data Through Segue & some errors

Hey guys I need some one to help me finish my app, I need to finish it before Dec 15. I'm making a Tip Calculator Project in Swift2 and It must have a settings view where I select the default tip rate. I have some issues with passing data, when I select a default tip percentage it doesn't change in the View Controller, also I want to make the app remember the default rate when I close the app and reopened. I will really appreciate that some one corrects my code and test it. Im new in this, below is the code of the two ViewControllers and a screenshot of the Main.Storyboard (Image 1) (ViewController Screenshot)
My apologies for my bad English, is not my native language
ViewController
import UIKit
class ViewController: UIViewController {
//Inputs
#IBOutlet weak var amountTextField: UITextField!
//Labels
#IBOutlet weak var TipPercentageLabel: UILabel!
#IBOutlet weak var numberOfPersonLabel: UILabel!
#IBOutlet weak var tipAmountLabel: UILabel!
#IBOutlet weak var totalBillLabel: UILabel!
#IBOutlet weak var billPerPersonLabel: UILabel!
//Slider & Stepper
#IBOutlet weak var tipSlider: UISlider!
#IBOutlet weak var personsStepper: UIStepper!
//Variables
var tipPercentage = 0.20
var numberOfPerson:Int = 1
let numberFormatter:NSNumberFormatter = NSNumberFormatter()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
tipAmountLabel.text = "$0.00"
totalBillLabel.text = "Bill Total"
billPerPersonLabel.text = "$0.00"
TipPercentageLabel.text = "20.0%"
numberOfPersonLabel.text = "1"
self.amountTextField.becomeFirstResponder()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func setupContainer() {
tipSlider.minimumValue = 0
tipSlider.maximumValue = 100
tipSlider.value = 20
tipSlider.addTarget(self, action: "sliderTipChanged:", forControlEvents: .ValueChanged)
personsStepper.minimumValue = 1
personsStepper.maximumValue = 30
personsStepper.value = 1
personsStepper.addTarget(self, action: "sliderPersonChanged:", forControlEvents: .ValueChanged)
amountTextField.text = ""
refreshCalculation()
}
#IBAction func OnEditingFieldBill(sender: AnyObject) {
refreshCalculation()
}
func refreshCalculation() {
numberFormatter.numberStyle = NSNumberFormatterStyle.DecimalStyle
if let amount = numberFormatter.numberFromString(amountTextField.text!) as? Double {
let tipAmount = amount * tipPercentage
let totalBill = amount + tipAmount
let billPerPerson = totalBill / Double(numberOfPerson)
numberFormatter.numberStyle = NSNumberFormatterStyle.CurrencyStyle
tipAmountLabel.text = numberFormatter.stringFromNumber(tipAmount)
totalBillLabel.text = numberFormatter.stringFromNumber(totalBill)
billPerPersonLabel.text = numberFormatter.stringFromNumber(billPerPerson)
} else {
tipAmountLabel.text = "-"
totalBillLabel.text = "-"
billPerPersonLabel.text = "-"
}
numberFormatter.numberStyle = NSNumberFormatterStyle.PercentStyle
numberFormatter.minimumFractionDigits = 1
numberFormatter.maximumFractionDigits = 1
TipPercentageLabel.text = self.numberFormatter.stringFromNumber(tipPercentage)
numberOfPersonLabel.text = "\(numberOfPerson)"
}
#IBAction func sliderTipChanged(sender: AnyObject) {
tipPercentage = Double(round(tipSlider.value)) / 100
refreshCalculation()
}
#IBAction func StepperPersonChanged(sender: AnyObject) {
numberOfPerson = Int(round(personsStepper.value))
refreshCalculation()
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if let id = segue.identifier {
if id == "show settings" {
if let SettingsViewController = segue.destinationViewController as? SettingsViewController {
}
}
}
}
}
Settings View Controller
import UIKit
class SettingsViewController: UIViewController {
#IBOutlet weak var tipControl: UISegmentedControl!
var tipRates:Double?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func DefaultRate(sender: AnyObject) {
var tipRate = [5, 10, 15, 20, 25, 30]
var tipRates = Double(tipRate[tipControl.selectedSegmentIndex])
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if let id = segue.identifier {
if id == "goBackToViewController" {
if let ViewController = segue.destinationViewController as? ViewController {
if let tip = tipRates {
ViewController.tipPercentage = tip/100
}
}
}
}
---- Edit from comments ----
I think the reason it is not updating as you would like is due to a minor error with this line.
var tipRates = Double(tipRate[tipControl.selectedSegmentIndex])
Inside of your DefaultRate action function for the UISegmentedControl
Using var is a redeclaration of the same variable name, thus what you are trying to pass in the prepareForSegue is an empty variable.
This function should be changed to:
#IBAction func DefaultRate(sender: AnyObject) {
var tipRate = [5, 10, 15, 20, 25, 30]
tipRates = Double(tipRate[tipControl.selectedSegmentIndex])}
Hopefully this will now solve the error.
---- End Edit ----
From what I can see in the viewDidLoad function of your viewController, you are setting the tip label, and not updating the value based on the variable var tipPercentage.
TipPercentageLabel.text = "20.0%"
is setting the value display to always be 20.0%, you could use this here.
var tipDisplay = tipPercentage * 100
TipPercentageLabel.text = "\(tipDisplay)%"
This should update the displayed value in the label, however you never call on your other functions to recalculate the amount etc.
Thus you should also be calling on
func setupContainer()
or
func refreshCalculation()
within your ViewDidLoad().
In terms of remembering the default value when the app is closed you should look into using NSUserDefaults.
Some information regarding NSUserDefaults can be found here, which explains implementing small amounts of saved data and can be implemented in your case quite simply.

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