Swift 数组追加覆盖其他数组值

Swift Array Append Overwriting Other Array Values

我是 Swift 的新手,但我对编码并不陌生。我想我会尝试做一个小游戏。这是我在学习时喜欢做的事情。

这就是我正在做的。我首先调用一个初始化 "object templates"

的方法
internal func initializeObjectTemplates(){
    objectTemplates.append(GameObject(passed_x: 0,
        passed_y: 0,
        passed_max: 25,
        passed_min: 25,
        passed_points: 100,
        passed_img: "BeerGlass1",
        passedLengthOfTimeOnScreen: 5,
        passedBottomChance: 1,
        passedTopChance: 50,
        passedId: 0))
    objectTemplates.append(GameObject(passed_x: 0,
        passed_y: 0,
        passed_max: 25,
        passed_min: 25,
        passed_points: 300,
        passed_img: "BeerGlass2",
        passedLengthOfTimeOnScreen: 2,
        passedBottomChance: 51,
        passedTopChance: 100,
        passedId: 0))

}

我有一个计时器,每秒运行一个名为 "update" 的函数。 "update" func 随机选择两个模板之一,向模板对象添加一些其他信息,执行一些其他逻辑,并将该对象附加到我拥有的数组中。 append 之前的所有内容似乎都在工作。我添加了各种断点,GameObject 对象似乎得到了正确填充。

当我追加对象时,它会覆盖对象数组中的其他项目。我想不通。我已经尽可能多地用谷歌搜索了它,但似乎真的找不到适合我的问题的任何东西。这是我与此相关的其余代码。

这是ViewController和viewDidLoad

的顶部
internal var step = 0
internal var objects = [GameObject]()

@IBOutlet weak var points: UILabel!

internal var objectTemplates = [GameObject]()

override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.

    view.backgroundColor = UIColor.blackColor()

    initializeObjectTemplates()

    let timer = NSTimer(timeInterval: 1, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
    NSRunLoop.currentRunLoop().addTimer(timer, forMode: NSRunLoopCommonModes)
    //var i = 1
    //while i <= 100{
    //    update()
    //    i += 1
    //}
}

Update Func - 注释 out/hard 编码的追加有效,但显然不是我想要的

internal func update(){
    step += 1

    //removeExpiredButtons()

    objects.append(populateObjectTemplate(selectObjectTemplate(), step: step))

    //objects.append(GameObject(passed_x: 0,
    //    passed_y: 0,
    //    passed_max: 25,
    //    passed_min: 25,
    //    passed_points: 300,
    //    passed_img: "BeerGlass2",
    //    passedLengthOfTimeOnScreen: 2,
    //    passedBottomChance: 51,
    //    passedTopChance: 100,
    //    passedId: step))

    print("There are \(objects.count) items and the first item has an id of \(objects[0].id)")
}

这些是更新调用的方法

选择对象模板

func selectObjectTemplate() -> GameObject {
    let rand = Random.within(1...100)
    return objectTemplates.filter(){
        let isAbove = [=14=].bottomChance <= rand
        let isBelow = [=14=].topChance >= rand

        return isAbove && isBelow
        }[0]
}

填充对象模板

func populateObjectTemplate(obj: GameObject, step: Int) -> GameObject {
    let widthBoundary = Float(self.view.frame.width - 20)
    let heightBoundary = Float(self.view.frame.height - 20)

    let placex = CGFloat(Random.within(20.0...widthBoundary))
    obj.x = placex

    let placey = CGFloat(Random.within(50.0...heightBoundary))
    obj.y = placey

    obj.expiration = obj.lengthOfTimeOnScreen + step
    obj.id = step

    obj.button = populateObjectButton(obj)

    return obj
}

填充对象按钮

func populateObjectButton(obj: GameObject) -> UIButton {
    let button = UIButton(type: UIButtonType.Custom)
    let image = UIImage(named: obj.img)

    button.setBackgroundImage(image, forState: UIControlState.Normal)
    button.frame = CGRectMake(obj.x, obj.y, obj.minSize, obj.minSize)
    button.layer.cornerRadius = 0.5 * button.bounds.size.width
    button.layer.masksToBounds = true
    button.addTarget(self, action: #selector(ViewController.objectTapped(_:)), forControlEvents: .TouchUpInside)
    button.tag = obj.id

    self.view.addSubview(button)

    return button
}

抱歉这么长post。我只是想包含尽可能多的信息。我通常 post 不去这样的地方,因为我尽可能努力地自己寻找解决方案。 swift 文件也在 Git.

https://github.com/JoeBrewing/TapGlassMasterChallenge/blob/master/Glass%20Tap%20Master%20Challenge/ViewController.swift

您的 objectTemplates 数组存储对在 initializeObjectTemplates 中创建的两个 GameObject 实例的引用。当您的计时器触发您 select 这些 'template' 对象之一时,修改它并将其添加到数组中。但是,该数组仅存储对您添加到其中的对象的引用,并且您只有两个对象,即使您多次将这些对象添加到数组中也是如此。

当您调用 populateObjectTemplate 时,您修改了两个对象模板之一,这意味着数组中引用该特定模板的所有其他条目将反映这些修改。您需要 populateObjectTemplate 到 return 一个新的 GameObject,使用模板中的信息;

func populateObjectTemplate(obj: GameObject, step: Int) -> GameObject {

    let newGameObject=GameObject(passed_x: 0,
    passed_y: obj.passed_y,
    passed_max: obj.passed_max,
    passed_min: obj.passed_min,
    passed_points: obj.passed_points,
    passed_img: obj.passed_img,
    passedLengthOfTimeOnScreen: obj.passedLengthOfTimeOnScreen,
    passedBottomChance: obj.passedBottomChance,
    passedTopChance: obj.passedTopChance,
    passedId: obj.passedId)

    let widthBoundary = Float(self.view.frame.width - 20)
    let heightBoundary = Float(self.view.frame.height - 20)

    let placex = CGFloat(Random.within(20.0...widthBoundary))
    newGameObject.x = placex

    let placey = CGFloat(Random.within(50.0...heightBoundary))
    newGameObject.y = placey

    newGameObject.expiration = obj.lengthOfTimeOnScreen + step
    newGameObject.id = step

    newGameObject.button = populateObjectButton(obj)

    return newGameObject
}