I want to make a while loop wait until a user clicks on a UILabel in a Swift Playground on Xcode. How can I do this?
Here's my loop
func gameLoop() {
while(score >= 0) {
let n = arc4random_uniform(3)
if(n == 0) {
opt1.text = rightStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 1) {
opt1.text = wrongStatements.randomElement()
opt2.text = rightStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 2) {
opt1.text = wrongStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = rightStatements.randomElement()
}
}
}
For example, I want to wait until the user either clicks opt1, opt2, or opt3 Then do something based on what the user clicks.
Use Buttons instead of Labels and assign tag = 1, 2, and 3 for buttons. Create an IBAction function for the buttons and connect all the buttons to the same function.
Make variable 'n' as global.
var n = Int()
func nextAttempt() {
if(score >= 0) {
n = arc4random_uniform(3)
if(n == 0) {
opt1.text = rightStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 1) {
opt1.text = wrongStatements.randomElement()
opt2.text = rightStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 2) {
opt1.text = wrongStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = rightStatements.randomElement()
}
}
else
{
//Score < 0
//Game Over
}
}
#IBAction func onButtonClick(_ sender: Any)
{
switch(sender.tag)
{
case 1:
if (n==0)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
case 2:
if (n==1)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
case 3:
if (n==2)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
}
}
Hope this helps you!!
Related
The users draw a line on drawing views and then I need to translate these points into 3d world, but place these points in one "surface". For this, I map the array of points into vectors (I use hitTest with .featurePoint) and then filter this array for the further one
func didEndDrawing(with points: [CGPoint]) {
guard let transform = sceneView.pointOfView?.transform else { return }
let cameraVectror = SCNVector3(transform.m31, transform.m32, transform.m33)
let farthestVector = points
.reduce((vector: SCNVector3(0, 0, 0), distance: CGFloat.zero)) { result, point in
guard let vector = getVector(for: point) else { return result }
let distance: CGFloat = cameraVectror.distance(to: vector)
return distance > result.distance ? (vector, distance) : result
}
.vector
}
let parentNode = SCNNode()
parentNode.position = farthestVector
How can I adjust coordinates (I guess z position) to have all the child nodes at the same distance from the point of view?
The idea of the app is freehand drawing in AR.
Update
With Voltan's help I was able to solve it
points.forEach { point in
let scenePoint = sceneView.unprojectPoint(SCNVector3(point.x, point.y, CGFloat(projectedPoint.z)))
let sphere = SCNSphere(radius: 0.01)
let material = SCNMaterial()
material.diffuse.contents = UIColor.green
sphere.materials = [material]
let node = SCNNode(geometry: sphere)
node.position = scenePoint
sceneView.scene.rootNode.addChildNode(node)
}
If I'm understanding correctly, you want some kind of tap/drag combination - get the points from the 2D world and translate to a 3D world. This is some game code for a missile command type game, maybe it will help you with unprojectPoint stuff. There are some timers that aren't included, but hopefully you will get the idea.
#objc func handleTap(recognizer: UITapGestureRecognizer)
{
if(data.gameState == .endGame)
{
endGameAnimates.stop()
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(data.gameState == .endGame) // Allow animations to finish, otherwise they will show up next round
{
DispatchQueue.main.async { self.endGameAnimates.stop() }
let _ = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { _ in self.dismiss(animated: false, completion: nil) })
return
}
if(data.missilesAvailable <= 0)
{
sound.playSoundType(vSoundType: .defenseFails)
hudControl.notify()
}
else
{
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 0)
sound.playSoundType(vSoundType: .defenseFires)
}
}
//**************************************************************************
#objc func handlePan(recognizer: UIPanGestureRecognizer)
{
currentLocation = recognizer.location(in: gameScene)
let projectedPoint = gameScene.projectPoint(SCNVector3(0, 0, 0))
let scenePoint = gameScene.unprojectPoint(SCNVector3(currentLocation.x, currentLocation.y, CGFloat(projectedPoint.z)))
if(gameControl.isWaveComplete == true || gNodes.gameNodes.isPaused == true) { return }
switch recognizer.state
{
case UIGestureRecognizer.State.began:
gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 1)
SNDdefenseSoundCount = 0
if(data.missilesAvailable <= 0) { sound.playSoundType(vSoundType: .defenseFails); hudControl.notify() }
beginLocation.x = currentLocation.x
break
case UIGestureRecognizer.State.changed:
if(currentLocation.x > beginLocation.x + dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
if(currentLocation.x < beginLocation.x - dragDistance)
{
beginLocation.x = currentLocation.x
if(data.missilesAvailable > 0) { gameControl.defenseMissileShoot(vPosition: scenePoint, soundType: 2) }
SNDdefenseSoundCount += 1
}
break
case UIGestureRecognizer.State.ended:
if(data.missilesAvailable > 0)
{
if(SNDdefenseSoundCount < 2) { sound.playSoundType(vSoundType: .defenseFires) }
else { sound.playSoundType(vSoundType: .defensePans) }
}
break
default:
break
}
everyone ! Lets say we have
let random = arc4random_uniform(6)
how do i make it not repeat the same number more then two times ? I tried doing it like this :
let previousNumber = Int()
let lastNumber = Int ()
let random = Int(arc4random_uniform(6))
if random == previousNumber {
lastNumber = previousNumber
} else {
previousNumber = random
}
if random == lastNumber {
random = Int(arc4random_uniform(6))
}
But it didn't work. I am new to swift and i didn't find a topic about this on the new swift 3 code. Thank you !
First of all lets build a class to save the recent history of the selected values
class History {
private let size: Int
private var values = [Int]()
init(size:Int) {
self.size = size
}
func add(value: Int) {
values.insert(value, at: 0)
if values.count > size {
values.removeLast()
}
}
var repeatedValueOnFullHistory: Int? {
guard Set(values).count <= 1 else { return nil }
return values.first
}
}
Next let build a Randomizer
class Randomizer {
private var allValues = [Int]()
private var history: History
init?(maxValue: Int) {
guard maxValue > 0 else { return nil }
self.allValues = Array(0...maxValue)
self.history = History(size: maxValue + 1)
}
var next: Int {
let excludedValue = history.repeatedValueOnFullHistory
let allowedValues = allValues.filter { excludedValue != $0 }
let randomIndex = Int(arc4random_uniform(UInt32(allowedValues.count)))
let nextValue = allowedValues[randomIndex]
history.add(value: nextValue)
return nextValue
}
}
And finally let test it
if let r = Randomizer(maxValue: 6) {
r.next // 6
r.next // 2
r.next // 1
r.next // 4
r.next // 6
r.next // 4
r.next // 1
}
I made a PanGuesture as a slider, Here blow is the responds func:
func respondsToPenGesture(sender: UIPanGestureRecognizer) {
if (sender.state == UIGestureRecognizerState.Began) {
if noFilterEffectButton.selected == false {
startPanLocation = sender.locationInView(self.newEffectView)
persentageNumber.text = String(startNumber)
persentageNumber.hidden = false
}
} else if (sender.state == UIGestureRecognizerState.Changed) {
let stopLocation = sender.locationInView(self.newEffectView)
let abscissaChange = stopLocation.x - startPanLocation!.x
if newEffectView.hidden == false {
if abs(abscissaChange) > 0 {
if noFilterEffectButton.selected == false{
if let effectCurrent = self.currentEffect {
effectCurrent.adjustParams(CGFloat(abscissaChange/6))
}
}
}
if noFilterEffectButton.selected == false {
var printChangingNumber = startNumber + Int(abscissaChange)
if printChangingNumber > 100 {
printChangingNumber = 100
} else if printChangingNumber < 0 {
printChangingNumber = 0
}
persentageNumber.text = String(printChangingNumber)
}
}
} else if (sender.state == UIGestureRecognizerState.Ended) {
let stopLocation = sender.locationInView(self.newEffectView)
let abscissaChange = stopLocation.x - startPanLocation!.x
startNumber = startNumber + Int(abscissaChange)
if startNumber > 100 {
startNumber = 100
} else if startNumber < 0 {
startNumber = 0
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(0.5*Double(NSEC_PER_SEC))), dispatch_get_main_queue()) {
self.persentageNumber.text = String(self.startNumber)
self.persentageNumber.hidden = true
}
}
}
percentageNumber is a label show the changes on the screen. And the adjustParams() function:
func adjustParams(value: CGFloat) {
newValue = value + newValue
self.adjust = newValue
print("AdjustNumber")
print(adjust)
}
And I override this function for exactly one effect:
override func adjustParams(value: CGFloat) {
super.adjustParams(value)
lastAutValueChange = lastAutValueChange + value/200
lastIntensityChange = lastIntensityChange + value/200
var currentAutValue = lastAutValueChange
var currentIntValue = lastIntensityChange
currentIntValue = currentIntValue < -1.0 ? -1.0 : currentIntValue
//value = value > 1.0 ? 1.0 : value
//autValue = value < -1.0 ? -1.0 : autValue
if (currentIntValue >= 0) {
currentIntValue = 1.0
} else {
currentIntValue += 1
}
if (currentAutValue <= 0) {
currentAutValue = 0
} else {
if currentAutValue > 1 {
currentAutValue = 1
}
}
print(currentIntValue)
print(currentAutValue)
self.autoTuneModule.setIntensity(Float(currentIntValue))
self.audioUnit.finalMix = Double(currentAutValue)
}
The test answer is not matchable for the exactly changes and the percentNumber shows on the screen. How could I change my functions to make them matchable for each others?
(By the way, I want to do something like the slider in Prisma, if there is something like it, please let me know about it).
Below I have written some bounding box logic which is a bit verbose. Is there a way to make it more readable, so the check looks cleaner and more concise?
func validatePosition(position:SCNVector3, forNode node:SCNNode) -> SCNVector3 {
var newPosition = position
var maxVector = SCNVector3Zero
var minVector = SCNVector3Zero
let success = self.actionDelegate?.getBoundingBox(&minVector, max: &maxVector)
guard success == true else {
return newPosition
}
if newPosition.x < minVector.x && newPosition.x < 0 {
newPosition.x = minVector.x
}
if newPosition.y < minVector.y && newPosition.y < 0 {
newPosition.y = minVector.y
}
if newPosition.z < minVector.z && newPosition.z < 0 {
newPosition.z = minVector.z
}
if newPosition.x > maxVector.x && newPosition.x > 0 {
newPosition.x = maxVector.x
}
if newPosition.y > maxVector.y && newPosition.y > 0 {
newPosition.y = maxVector.y
}
if newPosition.z > maxVector.z && newPosition.z > 0 {
newPosition.z = maxVector.z
}
return newPosition
}
Try this:
extension ClosedInterval {
func clamp(value : Bound) -> Bound {
return self.start > value ? self.start
: self.end < value ? self.end
: value
}
}
extension SCNVector3 {
func clamp(min min:SCNVector3, max: SCNVector3) -> SCNVector3 {
let x = (min.x...max.x).clamp(self.x)
let y = (min.y...max.y).clamp(self.y)
let z = (min.z...max.z).clamp(self.z)
return SCNVector3(x, y, z)
}
}
func validatePosition(position:SCNVector3, forNode node:SCNNode) -> SCNVector3 {
var newPosition = position
var maxVector = SCNVector3Zero
var minVector = SCNVector3Zero
let success = self.actionDelegate?.getBoundingBox(&minVector, max: &maxVector)
guard success == true else {
return newPosition
}
newPosition = position.clamp(min: minVector, max: maxVector)
return newPosition
}
I am writing a puzzle game for an IOS. In my code I need to fill an array with some random (and non-random numbers) that will represent the main data structure.
func Random(r : Range<Int>) -> Int {
return Int(arc4random_uniform(UInt32(r.endIndex - r.startIndex))) + r.startIndex
} // function to generate random number
var arrWithColors = [Int]() // array that will hold the numbers
//function to that check if an array contains a number in a range already
func checkForNumberInArrayWithRange(r: Range <Int>, n: Int ) -> Bool {
for i in r.startIndex..<r.endIndex {
if arrWithColors[i] == n { return true }
}
return false
}
// here is the main function where i keep getting stuck. Out of let's say five times it would only work 3 or even less.
func randHexWithTag() {
var rNumber : Int = Random(0...5)
for i in 0...5 {
while (true) {
rNumber = Random(0...5)
if !checkForNumberInArrayWithRange(0...5, n: rNumber) {
break
}
}
arrWithColors[i] = rNumber
}
arrWithColors[10] = arrWithColors[1]
for i in 6...11 {
while(true) {
rNumber = Random(0...5)
if ((rNumber == arrWithColors[0] && i == 9) || (rNumber == arrWithColors[2] && i == 11)) {
continue
}
if !checkForNumberInArrayWithRange(6...11, n: rNumber) {
break
}
}
if (i != 10) {
arrWithColors[i] = rNumber
}
}
arrWithColors[13] = arrWithColors[4]
for i in 12...17 {
while(true) {
rNumber = Random(0...5)
if (rNumber == arrWithColors[3] && i == 12) || (rNumber == arrWithColors[5] && i == 14) {
continue
}
if !checkForNumberInArrayWithRange(12...17, n: rNumber) {
break
}
}
if (i != 13) {
arrWithColors[i] = rNumber
}
}
}
The above code will ALWAYS fail during the first call to checkForNumberInArrayWithRange on this line:
if arrWithColors[i] == n { return true }
That is because arrWithColors is empty, and index i is out of range