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 ( "" )
}
} |