Damage or Heal based on the buttons you press Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?Road to MVC: the case of Settings Table View ControllerDetermining the number of days from todayImplementing the Hashable Protocol in Swift with the DJB hash functionUsing an Edit box in a table views header section to insert the values into the table using swiftAccessing a UIView's parent UIViewController using the UIResponder chainSettings the height of rows for multiple screens within a TableViewControllerAllow UITextView to resize as the user is typingMaking a TableViewDataSource more independent of the data it utilizesSwift/iOS component for label with clickable text buttonsA quiz to practice some of the notion of the chapter four of app development with swift
Is it possible for SQL statements to execute concurrently within a single session in SQL Server?
What would you call this weird metallic apparatus that allows you to lift people?
Drawing spherical mirrors
Random body shuffle every night—can we still function?
Antipodal Land Area Calculation
How do I find out the mythology and history of my Fortress?
Maximum summed subsequences with non-adjacent items
Semigroups with no morphisms between them
Has negative voting ever been officially implemented in elections, or seriously proposed, or even studied?
Do wooden building fires get hotter than 600°C?
What makes a man succeed?
How to report t statistic from R
How fail-safe is nr as stop bytes?
Why are vacuum tubes still used in amateur radios?
How to compare two different files line by line in unix?
How would a mousetrap for use in space work?
Is it fair for a professor to grade us on the possession of past papers?
Is it possible to force a specific program to remain in memory after closing it?
What are the discoveries that have been possible with the rejection of positivism?
Why weren't discrete x86 CPUs ever used in game hardware?
Is multiple magic items in one inherently imbalanced?
Why does it sometimes sound good to play a grace note as a lead in to a note in a melody?
What order were files/directories output in dir?
How does Belgium enforce obligatory attendance in elections?
Damage or Heal based on the buttons you press
Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern)
Announcing the arrival of Valued Associate #679: Cesar Manara
Unicorn Meta Zoo #1: Why another podcast?Road to MVC: the case of Settings Table View ControllerDetermining the number of days from todayImplementing the Hashable Protocol in Swift with the DJB hash functionUsing an Edit box in a table views header section to insert the values into the table using swiftAccessing a UIView's parent UIViewController using the UIResponder chainSettings the height of rows for multiple screens within a TableViewControllerAllow UITextView to resize as the user is typingMaking a TableViewDataSource more independent of the data it utilizesSwift/iOS component for label with clickable text buttonsA quiz to practice some of the notion of the chapter four of app development with swift
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
If you press the damage button, it will damage armor before health. If you press the heal button, it will heal armor before health.
The project is here: https://github.com/austingaee/DamageHealth-Armor
Are there any improvements I can make?
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
//Maximum Health
var barAmount : Float = 0.0
override func viewDidLoad()
super.viewDidLoad()
damageAmount = Float(self.armorBarView.frame.size.width) * 0.10
healAmount = Float(self.armorBarView.frame.size.width) * 0.05
barAmount = Float(self.armorBarView.frame.size.width)
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
@IBAction func damageBar(_ sender: UIButton)
//7.63 came from how much damage was left after 10 hits
if self.armorBarView.frame.size.width > 7.63
self.armorBarView.frame.size.width -= CGFloat(damageAmount)
else if self.healthBarView.frame.size.width > 7.63
self.healthBarView.frame.size.width -= CGFloat(damageAmount)
@IBAction func healBar(_ sender: Any)
if self.armorBarView.frame.size.width < CGFloat(barAmount)
self.armorBarView.frame.size.width += CGFloat(healAmount)
print(self.armorBarView.frame.size.width)
else if self.healthBarView.frame.size.width < CGFloat(barAmount)
self.healthBarView.frame.size.width += CGFloat(healAmount)
swift ios cocoa
$endgroup$
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
add a comment |
$begingroup$
If you press the damage button, it will damage armor before health. If you press the heal button, it will heal armor before health.
The project is here: https://github.com/austingaee/DamageHealth-Armor
Are there any improvements I can make?
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
//Maximum Health
var barAmount : Float = 0.0
override func viewDidLoad()
super.viewDidLoad()
damageAmount = Float(self.armorBarView.frame.size.width) * 0.10
healAmount = Float(self.armorBarView.frame.size.width) * 0.05
barAmount = Float(self.armorBarView.frame.size.width)
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
@IBAction func damageBar(_ sender: UIButton)
//7.63 came from how much damage was left after 10 hits
if self.armorBarView.frame.size.width > 7.63
self.armorBarView.frame.size.width -= CGFloat(damageAmount)
else if self.healthBarView.frame.size.width > 7.63
self.healthBarView.frame.size.width -= CGFloat(damageAmount)
@IBAction func healBar(_ sender: Any)
if self.armorBarView.frame.size.width < CGFloat(barAmount)
self.armorBarView.frame.size.width += CGFloat(healAmount)
print(self.armorBarView.frame.size.width)
else if self.healthBarView.frame.size.width < CGFloat(barAmount)
self.healthBarView.frame.size.width += CGFloat(healAmount)
swift ios cocoa
$endgroup$
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
$begingroup$
Is it okay to post a link to my github?
$endgroup$
– austingae
Aug 7 '18 at 23:04
$begingroup$
Yes it is fine.
$endgroup$
– Badhan Ganesh
Aug 9 '18 at 10:48
add a comment |
$begingroup$
If you press the damage button, it will damage armor before health. If you press the heal button, it will heal armor before health.
The project is here: https://github.com/austingaee/DamageHealth-Armor
Are there any improvements I can make?
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
//Maximum Health
var barAmount : Float = 0.0
override func viewDidLoad()
super.viewDidLoad()
damageAmount = Float(self.armorBarView.frame.size.width) * 0.10
healAmount = Float(self.armorBarView.frame.size.width) * 0.05
barAmount = Float(self.armorBarView.frame.size.width)
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
@IBAction func damageBar(_ sender: UIButton)
//7.63 came from how much damage was left after 10 hits
if self.armorBarView.frame.size.width > 7.63
self.armorBarView.frame.size.width -= CGFloat(damageAmount)
else if self.healthBarView.frame.size.width > 7.63
self.healthBarView.frame.size.width -= CGFloat(damageAmount)
@IBAction func healBar(_ sender: Any)
if self.armorBarView.frame.size.width < CGFloat(barAmount)
self.armorBarView.frame.size.width += CGFloat(healAmount)
print(self.armorBarView.frame.size.width)
else if self.healthBarView.frame.size.width < CGFloat(barAmount)
self.healthBarView.frame.size.width += CGFloat(healAmount)
swift ios cocoa
$endgroup$
If you press the damage button, it will damage armor before health. If you press the heal button, it will heal armor before health.
The project is here: https://github.com/austingaee/DamageHealth-Armor
Are there any improvements I can make?
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
//Maximum Health
var barAmount : Float = 0.0
override func viewDidLoad()
super.viewDidLoad()
damageAmount = Float(self.armorBarView.frame.size.width) * 0.10
healAmount = Float(self.armorBarView.frame.size.width) * 0.05
barAmount = Float(self.armorBarView.frame.size.width)
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
@IBAction func damageBar(_ sender: UIButton)
//7.63 came from how much damage was left after 10 hits
if self.armorBarView.frame.size.width > 7.63
self.armorBarView.frame.size.width -= CGFloat(damageAmount)
else if self.healthBarView.frame.size.width > 7.63
self.healthBarView.frame.size.width -= CGFloat(damageAmount)
@IBAction func healBar(_ sender: Any)
if self.armorBarView.frame.size.width < CGFloat(barAmount)
self.armorBarView.frame.size.width += CGFloat(healAmount)
print(self.armorBarView.frame.size.width)
else if self.healthBarView.frame.size.width < CGFloat(barAmount)
self.healthBarView.frame.size.width += CGFloat(healAmount)
swift ios cocoa
swift ios cocoa
edited Aug 8 '18 at 0:27
200_success
131k17157422
131k17157422
asked Aug 7 '18 at 23:03
austingaeaustingae
575115
575115
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
$begingroup$
Is it okay to post a link to my github?
$endgroup$
– austingae
Aug 7 '18 at 23:04
$begingroup$
Yes it is fine.
$endgroup$
– Badhan Ganesh
Aug 9 '18 at 10:48
add a comment |
$begingroup$
Is it okay to post a link to my github?
$endgroup$
– austingae
Aug 7 '18 at 23:04
$begingroup$
Yes it is fine.
$endgroup$
– Badhan Ganesh
Aug 9 '18 at 10:48
$begingroup$
Is it okay to post a link to my github?
$endgroup$
– austingae
Aug 7 '18 at 23:04
$begingroup$
Is it okay to post a link to my github?
$endgroup$
– austingae
Aug 7 '18 at 23:04
$begingroup$
Yes it is fine.
$endgroup$
– Badhan Ganesh
Aug 9 '18 at 10:48
$begingroup$
Yes it is fine.
$endgroup$
– Badhan Ganesh
Aug 9 '18 at 10:48
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
not so much but some tiny changes:
DRY
i just would avoid all the self.healthBarView.frame.size.width
and make methods:
getWidthsetWidth(orupdateWidthbecause you set the diff)
Constants
the magic numbers like 0.1 0.05 10 i would define as constants so it can changed only at one place. 7.63 i would calculate
Naming
rename barAmount to maxAmount
create minAmount
Float/CGFloat
the Float / CGFloat is realy needed? just put them also into getWidth and updateWidth
else if
the else if block is not needed (same condition)
7.63
this is an value depending on your setup - it should also calculated so it not changes when you init it with different width
Resulting Code
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
// Min/Maximum Health
var minAmount: Float = 0.00
var maxAmount : Float = 0.0
// how much damage was left after this number of hits
let minAmountHits:Float = 10
let demageFactor: Float = 0.10
let healFactor: Float = 0.05
override func viewDidLoad()
super.viewDidLoad()
initAmount()
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
func initAmount()
damageAmount = getWidth() * demageFactor
healAmount = getWidth() * healFactor
maxAmount = getWidth()
minAmount = maxAmount - minAmountHits * damageAmount
@IBAction func damageBar(_ sender: UIButton)
if getWidth() > minAmount
updateWidth(-damageAmount)
@IBAction func healBar(_ sender: Any)
if getWidth() < maxAmount
updateWidth(healAmount)
func getWidth() -> Float
return Float(self.armorBarView.frame.size.width)
func updateWidth(_ amount: Float)
self.healthBarView.frame.size.width += CGFloat(amount)
print(self.armorBarView.frame.size.width)
$endgroup$
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
not so much but some tiny changes:
DRY
i just would avoid all the self.healthBarView.frame.size.width
and make methods:
getWidthsetWidth(orupdateWidthbecause you set the diff)
Constants
the magic numbers like 0.1 0.05 10 i would define as constants so it can changed only at one place. 7.63 i would calculate
Naming
rename barAmount to maxAmount
create minAmount
Float/CGFloat
the Float / CGFloat is realy needed? just put them also into getWidth and updateWidth
else if
the else if block is not needed (same condition)
7.63
this is an value depending on your setup - it should also calculated so it not changes when you init it with different width
Resulting Code
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
// Min/Maximum Health
var minAmount: Float = 0.00
var maxAmount : Float = 0.0
// how much damage was left after this number of hits
let minAmountHits:Float = 10
let demageFactor: Float = 0.10
let healFactor: Float = 0.05
override func viewDidLoad()
super.viewDidLoad()
initAmount()
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
func initAmount()
damageAmount = getWidth() * demageFactor
healAmount = getWidth() * healFactor
maxAmount = getWidth()
minAmount = maxAmount - minAmountHits * damageAmount
@IBAction func damageBar(_ sender: UIButton)
if getWidth() > minAmount
updateWidth(-damageAmount)
@IBAction func healBar(_ sender: Any)
if getWidth() < maxAmount
updateWidth(healAmount)
func getWidth() -> Float
return Float(self.armorBarView.frame.size.width)
func updateWidth(_ amount: Float)
self.healthBarView.frame.size.width += CGFloat(amount)
print(self.armorBarView.frame.size.width)
$endgroup$
add a comment |
$begingroup$
not so much but some tiny changes:
DRY
i just would avoid all the self.healthBarView.frame.size.width
and make methods:
getWidthsetWidth(orupdateWidthbecause you set the diff)
Constants
the magic numbers like 0.1 0.05 10 i would define as constants so it can changed only at one place. 7.63 i would calculate
Naming
rename barAmount to maxAmount
create minAmount
Float/CGFloat
the Float / CGFloat is realy needed? just put them also into getWidth and updateWidth
else if
the else if block is not needed (same condition)
7.63
this is an value depending on your setup - it should also calculated so it not changes when you init it with different width
Resulting Code
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
// Min/Maximum Health
var minAmount: Float = 0.00
var maxAmount : Float = 0.0
// how much damage was left after this number of hits
let minAmountHits:Float = 10
let demageFactor: Float = 0.10
let healFactor: Float = 0.05
override func viewDidLoad()
super.viewDidLoad()
initAmount()
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
func initAmount()
damageAmount = getWidth() * demageFactor
healAmount = getWidth() * healFactor
maxAmount = getWidth()
minAmount = maxAmount - minAmountHits * damageAmount
@IBAction func damageBar(_ sender: UIButton)
if getWidth() > minAmount
updateWidth(-damageAmount)
@IBAction func healBar(_ sender: Any)
if getWidth() < maxAmount
updateWidth(healAmount)
func getWidth() -> Float
return Float(self.armorBarView.frame.size.width)
func updateWidth(_ amount: Float)
self.healthBarView.frame.size.width += CGFloat(amount)
print(self.armorBarView.frame.size.width)
$endgroup$
add a comment |
$begingroup$
not so much but some tiny changes:
DRY
i just would avoid all the self.healthBarView.frame.size.width
and make methods:
getWidthsetWidth(orupdateWidthbecause you set the diff)
Constants
the magic numbers like 0.1 0.05 10 i would define as constants so it can changed only at one place. 7.63 i would calculate
Naming
rename barAmount to maxAmount
create minAmount
Float/CGFloat
the Float / CGFloat is realy needed? just put them also into getWidth and updateWidth
else if
the else if block is not needed (same condition)
7.63
this is an value depending on your setup - it should also calculated so it not changes when you init it with different width
Resulting Code
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
// Min/Maximum Health
var minAmount: Float = 0.00
var maxAmount : Float = 0.0
// how much damage was left after this number of hits
let minAmountHits:Float = 10
let demageFactor: Float = 0.10
let healFactor: Float = 0.05
override func viewDidLoad()
super.viewDidLoad()
initAmount()
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
func initAmount()
damageAmount = getWidth() * demageFactor
healAmount = getWidth() * healFactor
maxAmount = getWidth()
minAmount = maxAmount - minAmountHits * damageAmount
@IBAction func damageBar(_ sender: UIButton)
if getWidth() > minAmount
updateWidth(-damageAmount)
@IBAction func healBar(_ sender: Any)
if getWidth() < maxAmount
updateWidth(healAmount)
func getWidth() -> Float
return Float(self.armorBarView.frame.size.width)
func updateWidth(_ amount: Float)
self.healthBarView.frame.size.width += CGFloat(amount)
print(self.armorBarView.frame.size.width)
$endgroup$
not so much but some tiny changes:
DRY
i just would avoid all the self.healthBarView.frame.size.width
and make methods:
getWidthsetWidth(orupdateWidthbecause you set the diff)
Constants
the magic numbers like 0.1 0.05 10 i would define as constants so it can changed only at one place. 7.63 i would calculate
Naming
rename barAmount to maxAmount
create minAmount
Float/CGFloat
the Float / CGFloat is realy needed? just put them also into getWidth and updateWidth
else if
the else if block is not needed (same condition)
7.63
this is an value depending on your setup - it should also calculated so it not changes when you init it with different width
Resulting Code
import UIKit
class ViewController: UIViewController
@IBOutlet weak var armorBarView: UIView!
@IBOutlet weak var healthBarView: UIView!
var damageAmount : Float = 0.0
var healAmount : Float = 0.0
// Min/Maximum Health
var minAmount: Float = 0.00
var maxAmount : Float = 0.0
// how much damage was left after this number of hits
let minAmountHits:Float = 10
let demageFactor: Float = 0.10
let healFactor: Float = 0.05
override func viewDidLoad()
super.viewDidLoad()
initAmount()
override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
func initAmount()
damageAmount = getWidth() * demageFactor
healAmount = getWidth() * healFactor
maxAmount = getWidth()
minAmount = maxAmount - minAmountHits * damageAmount
@IBAction func damageBar(_ sender: UIButton)
if getWidth() > minAmount
updateWidth(-damageAmount)
@IBAction func healBar(_ sender: Any)
if getWidth() < maxAmount
updateWidth(healAmount)
func getWidth() -> Float
return Float(self.armorBarView.frame.size.width)
func updateWidth(_ amount: Float)
self.healthBarView.frame.size.width += CGFloat(amount)
print(self.armorBarView.frame.size.width)
edited Aug 22 '18 at 20:18
answered Aug 22 '18 at 20:04
mueschamuescha
1765
1765
add a comment |
add a comment |
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Is it okay to post a link to my github?
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– austingae
Aug 7 '18 at 23:04
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Yes it is fine.
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– Badhan Ganesh
Aug 9 '18 at 10:48