Swift - 几种使用数组的数据存储模型

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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