I'm trying to make a game with 2 views, the first view has buttons which segues to another view. Depending on the segue identifier, it loads an image which the player has to guess.
I also have a an array which lists hints for the 4 images.
With the array, i made a button which shows the hints on the view, but the problem I have right now is that I don't know how to set the correct array to the image/puzzle.
A code that works right now is this:
if ([self.thePuzzle.name isEqual: #"lion"])
{
NSArray *hints = [lines[0] componentsSeparatedByString:#" "];
self.hintLabel.text = hints[0];
}
But after adding another line for the second image/puzzle, the app crashes.
2nd UPDATE: code that crashes
After entering this code
if ([self.thePuzzle.name isEqual: #"penguin"])
{
NSArray *hints = [lines[1] componentsSeparatedByString:#" "];
self.hintLabel.text = hints[1];
}
The hint button works for the 1st code, which has the lion picture, while the second part of the code, for the penguin pic, crashes when the Hint button is pressed.
3rd Update: Additional information
I made xcode access a file from the internet which contained the words for my array.
This is how i coded it.
[super viewDidLoad];
// Do any additional setup after loading the view.
self.imageView.image = [UIImage imageNamed:self.thePuzzle.imgFileName];
NSString *urlString = #"http://m.uploadedit.com/b032/1395295852132.txt";
NSString *contents = [TextFileManager readStringFromURL:urlString];
//parse contents
lines = [contents componentsSeparatedByString:#"\n"];
for( int i = 0; i < lines.count; i++)
{
NSString *line = lines[i];
NSLog(#"%d: %#", i, line);
}
Related
I am having an issue sending dictated text to another interface controller.
Here is my code:
- (IBAction)voiceRecognition {
[self presentTextInputControllerWithSuggestions:nil allowedInputMode:WKTextInputModePlain completion:^(NSArray *results) {
NSLog(#"results: %#", results);
NSString *wordKey = [NSString stringWithFormat:#"%#",results];
NSDictionary *dict = #{#"kWord":wordKey};
[self pushControllerWithName:#"Dictionary" context:dict];
}];
}
Logs:
Watch Extension[3185:2835671] results: ( Hello )
Getting data from other Interface controller:
- (void)awakeWithContext:(id)context {
[super awakeWithContext:context];
NSDictionary *dict = (NSDictionary *)context;
[_word setText:dict[#"kWord"]];
NSLog(#"The Word is %#",[dict description]);
}
Logs:
Watch Extension[3185:2835671] The Word is {
kWord = "(\n Hello\n)";
}
Here is a screen shot that shows my problem:
The ( is supposed to show the word Hello. How can I fix this issue?
You used stringWithFormat to format an array as a string.
This took ["Hello"] and correctly converted it to the literal "(\n Hello\n)"
Because that string has a newline, it can't be displayed on a single line. Your Storyboard WKInterfaceLabel number of lines is likely set to 1, so it would only show the first line, which is (.
How can you fix this?
If you're only interested in the first word, use results.firstObject and pass that single word as the string value for your kWord key.
NSDictionary *dict = #{#"kWord": results.firstObject};
Otherwise, pass the entire array as the value, and have the destination interface controller handle the array of results as needed.
NSDictionary *dict = #{#"kWord": results};
You also may want to change the number of lines to show the entire dictation text, to handle the case where the text wouldn't fit on a single line.
Other options:
If you actually intended to send the dictated text as a single string of words, you can use
NSString *wordKey = [results componentsJoinedByString:#" "]
I am trying to get info on all the albums/photos using the PHPhotoLibrary. I barely know objective C, and i've looked at some tutorial/sample but couldn't find everything that I needed.
Here is a link to the sample code I based my code on.
https://developer.apple.com/library/ios/samplecode/UsingPhotosFramework/Introduction/Intro.html#//apple_ref/doc/uid/TP40014575-Intro-DontLinkElementID_2
So far I was able to get the albums name and identifier. And I am getting a list of photos, I am able to get their identifier as well, but not the filename. But if I put a break point in my fonction and look at my PHAsset pointer values, I can see the filename there (inside _filename), but if I try to call the variable with the filename in it, the variable does not exist.
So if anyone can provide a sample code to get all info on albums/photos/thumbnail that would be awesome. Or just getting the filename would be a good help.
Here is the code I have tried so far:
-(void)awakeFromNib{
NSMutableArray *allPhotos = self.getAllPhotos;
for (int x = 0; x < allPhotos.count; x ++)
{
PHAsset *photo = [self getPhotoAtIndex:x];
PHAssetSourceType source = photo.sourceType;
NSString *id = photo.localIdentifier;
NSString *description = photo.description;
NSUInteger height = photo.pixelHeight;
NSUInteger width = photo.pixelWidth;
NSLog(#"Test photo info");
}
}
-(PHAsset*) getPhotoAtIndex:(NSInteger) index
{
return [self.getAllPhotos objectAtIndex:index];
}
-(NSMutableArray *) getAllPhotos
{
NSMutableArray *photos = [[NSMutableArray alloc] init];
PHFetchOptions *allPhotosOptions = [[PHFetchOptions alloc] init];
allPhotosOptions.sortDescriptors = #[[NSSortDescriptor sortDescriptorWithKey:#"creationDate" ascending:YES]];
PHFetchResult *allPhotos = [PHAsset fetchAssetsWithOptions:allPhotosOptions];
PHFetchResult *fetchResult = #[allPhotos][0];
for (int x = 0; x < fetchResult.count; x ++) {
PHAsset *asset = fetchResult[x];
photos[x] = asset;
}
return photos;
}
As you can see, I can get the image height and width, its id, but cannot get the url to it.
I have found a way to get the url of my photo.
-(void)getImageURL:(PHAsset*) asset
{
PHContentEditingInputRequestOptions *options = [[PHContentEditingInputRequestOptions alloc] init];
[options setCanHandleAdjustmentData:^BOOL(PHAdjustmentData *adjustmentData) {
return [adjustmentData.formatIdentifier isEqualToString:AdjustmentFormatIdentifier] && [adjustmentData.formatVersion isEqualToString:#"1.0"];
}];
[asset requestContentEditingInputWithOptions:options completionHandler:^(PHContentEditingInput *contentEditingInput, NSDictionary *info)
{
NSURL* url = contentEditingInput.fullSizeImageURL;
}];
}
Filenames in the Photos library are an implementation detail and subject to change. There are various private API for discovering them (or ways to use valueForKey or other public introspection APIs to find where they're hidden), they aren't something to be relied upon. In particular, an asset that's been edited is likely to have a different filename than the original.
What do you need a filename/URL for? If you're just uniquely identifying the asset across launches of your app, use localIdentifier. If you're showing it to the user... why? Something like IMG_0234.jpg vs IMG_5672.jpg has little meaning to the average user.
To fetch the assets in a specific album, use fetchAssetsInAssetCollection:options:. To fetch the album(s) containing a specific asset, use fetchAssetCollectionsContainingAsset:withType:options:. To discover the list(s) of albums, use other APIs on PHAssetCollection and its superclass PHCollection.
I am creating a dialpad application in Xcode (which is very similar to the iPhone Phone app) and everything is working but the buttons linking up to the label.
What would be the code to add a certain number onto the end of other numbers on a label (if that makes sense!)? The number would be based on what title the label has (so that it will automatically work out if the button is number 6 or number 2 etc...).
The label which I need the numbers in is called phoneNumberLabel.
Here's the code I'm using (which won't work);
-(void)displayPhoneNumber
{
self.phoneNumberLabel.text = self.phoneNumberString;
NSLog(#"Displayed Phone Number");
}
-(IBAction)numberButtonPressed:(UIButton *)pressedButton
{
int toneIndex = [pressedButton.titleLabel.text intValue];
SystemSoundID toneSSID = toneSSIDs[toneIndex];
AudioServicesPlaySystemSound(toneSSID);
self.phoneNumberString = [self.phoneNumberString stringByAppendingString:pressedButton.titleLabel.text];
[self displayPhoneNumber];
NSLog(#"Number Pressed");
}
You should try:
NSMutableArray *pressedNumbers = [NSMutableArray alloc];
[pressedNumbers addObject:self.phoneNumberLabel.text];
//THEN
NSMutableString *numberComplete = [NSMutableString alloc];
for (NSString *temp in pressedNumbers) {
[numberComplete appendString:temp];
}
If I understand what you want to do
I have already posted another question about this, but no one seemed to know how to do this.
I want my app to pick a random XIB file for me, but dont use the ones that have already been randomly picked.
So heres what i have set up as of right now, it seems to work, but i have to keep pressing the button over and over until it finds one that hasnt be used.
-(IBAction)continueAction:(id)sender{
random = arc4random() % 2;
if (random == 0 && usedQ2 == 0) {
Question_2 *Q2 = [[Question_2 alloc] initWithNibName:#"Question 2" bundle:nil];
Q2.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentModalViewController:Q2 animated:YES];
[Q2 release];
}
else if (random == 1 && usedQ3 == 0) {
Question_3 *Q3 = [[Question_3 alloc] initWithNibName:#"Question 3" bundle:nil];
Q3.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentModalViewController:Q3 animated:YES];
[Q3 release];
}
}
So as you can see i have it pick from a random number, and from their find the one that it matches.
Then you can see i have another part of my if statement that is checking to make sure it hasn't been used before.
each NIB file has its own usedQ(whatever Q it is), and when that Nib file is loaded it puts that usedQ as 1.
I think i could get by doing this, but in order to get rid of the constant button pushing, i will have to put loads of else statements with more else statements in them.
I have also tried running the
random = arc4random() % 2;
in a while statement and a for statement, i hoped that it would keep looking for a number until one that hasn't be used was found with no luck.
Any help? thanks!
Why don't you make a mutable array
and populate it with the names of all
your nibs.
Then read the count of the array and
generate a random number in that
range.
Extract the nib name at that index
and remove it from the array.
repeat steps 2-3.
//Setup your list at an appropriate place
NSMutableArray *nibs
= [[NSMutableArray alloc] initWithObjects: #"One Nib", #"Another
Nib", #"Last Nib", nil];
self.unusedNibs = nibs; //This should be a property you declare in
your header.
[nibs release];
-(IBAction)continueAction:(id)sender{
int random = arc4random() % [self.unusedNibs count];
NSString
*nibName = [self.unusedNibs objectAtIndex: random];
[self.unusedNibs removeObjectAtIndex:
random];
//Load nib here.
}
I'm working on a roguelike using Objective-C/Cocoa to learn more. I've gotten most of the basic functionality out of the way, but I still have one problem I've been trying to figure out.
Here's a breakdown of the process:
First, the map is loaded:
NSString* mapPath = [[NSBundle mainBundle] pathForResource:mapFileName ofType:mapFileType];
NSURL* mapURL = [NSURL fileURLWithPath: mapPath];
currentMap_ = [[Map alloc] initWithContentsOfURL: mapURL];
worldArray = [[NSMutableArray alloc] init];
itemArray = [[NSMutableArray alloc] init];
[self populateMap];
return;
Then, in the populateMap function, it goes through each cell of the loaded map, using NSPoints and a loop, and creates objects based on the data from the map in WorldArray. For items, normal floor is put in where the item is, and an item is then made in itemArray. Both arrays are 30x30, as determined by the height of the map.
Here is the populateMap code:
- (void)populateMap
{
NSPoint location;
for ( location.y = 0; location.y < [currentMap_ height]; location.y++ )
{
for ( location.x = 0; location.x < [currentMap_ width]; location.x++ )
{
char mapData = [currentMap_ dataAtLocation: location];
for ( GameObject *thisObject in worldDictionary )
{
//NSLog(#"char: <%c>", [thisObject single]);
if ( mapData == [thisObject single])
{
NSString* world = [thisObject className];
//NSLog(#"(%#) object created",thisObject);
[self spawnObject:world atLocation:location];
}
}
for ( Item *thisObject in itemDictionary )
{
//NSLog(#"char: <%c>", [thisObject single]);
if ( mapData == [thisObject single] )
{
NSString* item = [thisObject className];
NSString* floor = [NormalFloor className];
//NSLog(#"(%#) object created",thisObject);
[self spawnItem:item atLocation:location];
[self spawnObject:floor atLocation:location];
}
}
if ( mapData == '1'
&& [player_ stepsTaken] <= 0)
{
//NSLog(#"player spawned at (%f, %f)",location.x,location.y);
player_ = [[Player alloc] initAtLocation: location];
}
if ( mapData == '1' )
{
//NSLog(#"floor created at (%f, %f)",location.x,location.y);
[worldArray addObject:[[NormalFloor alloc] initAtLocation: location]];
}
}
}
[self setNeedsDisplay:YES];
}
This is what is called when things are spawned:
- (void)spawnObject: (NSString*) object atLocation: (NSPoint) location
{
//NSLog(#"(%#) object created",thisObject);
[worldArray addObject:[[NSClassFromString(object) alloc] initAtLocation: location]];
}
- (void)spawnItem: (NSString*) item atLocation: (NSPoint) location
{
//NSLog(#"(%#) object created",thisObject);
[itemArray addObject:[[NSClassFromString(item) alloc] initAtLocation: location]];
}
worldArray and itemArray are what the game works on from that moment onwards, including the drawing. The player is inside of worldArray as well. I'm considering splitting the player into another array of characterArray, to make it easier when I add things like monsters in the not so distant future.
Now, when I load a new level, I had first considered methods like saving them to data and loading them later, or some sort of savestate function. Then I came to the realization that I would need to be able to get to everything at the same time, because things can still happen outside of the player's current scope, including being chased by monsters for multiple floors, and random teleports. So basically, I need to figure out a good way to store worldArray and itemArray in a way that I will be able to have levels of them, starting from 0 and going onward. I do need a savestate function, but there's no point touching that until I have this done, as you shouldn't actually be allowed to save your game in roguelikes.
So to reiterate, I need to have one set of these arrays per level, and I need to store them in a way that is easy for me to use. A system of numbers going from 0-upward are fine, but if I could use something more descriptive like a map name, that would be much better in the long run.
I've figured out my problem, I'm using an NSMutableDictionary for each and storing them with the keys that correspond to each level. Works like a charm. Bigger problems elsewhere now.
I figured it out, I'm using NSMutableDictionaries, one for each array (objects, items, eventually characters). They're stored using the name of the level. Works like a charm.