Reputation: 401
I have a shop menu for my game in swift. I am using a UICollectionView to hold the views for the items. There is a black glass covering over them before they are bought, and it turns clear when they buy it. I am storing data for owning the certain items in the cells' classes. When I scroll down in the scrollView and then come back up after clicking a cell. A different cell than collected has the clear class and the one I previously selected is black again.
import UIKit
class Shop1CollectionViewCell: UICollectionViewCell {
var owned = Bool(false)
var price = Int()
var texture = String()
@IBOutlet weak var glass: UIImageView!
@IBOutlet weak var ball: UIImageView!
func initiate(texture: String, price: Int){//called to set up the cell
ball.image = UIImage(named: texture)
if owned{//change the glass color if it is owned or not
glass.image = UIImage(named: "glass")
}else{
glass.image = UIImage(named: "test")
}
}
func clickedOn(){
owned = true//when selected, change the glass color
glass.image = UIImage(named: "glass")
}
}
Then I have the UICollectionView class
import UIKit
class ShopViewController: UIViewController, UICollectionViewDelegate, UICollectionViewDataSource {
struct ball{
var price = Int()
var texture = String()
var owned = Bool()
}
var balls = Array<ball>()//This is assigned values, just taken off of the code because it is really long
override func viewDidLoad() {
super.viewDidLoad()
balls = makeBalls(
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return (balls.count - 1)
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath) as! Shop1CollectionViewCell
cell.initiate(texture: balls[indexPath.item].texture, price: 1)
return cell
}
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
let cell = collectionView.cellForItem(at: indexPath) as! Shop1CollectionViewCell
cell.clickedOn()
}
}
I am wondering why the variables stored in one class of a cell are being switched to another.
Please ask if you need me to add any additional information or code.
Upvotes: 1
Views: 273
Reputation: 115
You should definitely implement prepareForReuse
, and set the cell back to its default state - which in this case would be with the black glass, and unowned.
You can still change the glass in the same way as you're doing in didSelectItemAt
, but I'd recommend having the view controller track the state of each ball.
For example, when didSelectItemAt
gets called - the view controller would update the ball stored in self.balls[indexPath.row]
to have owned = true
.
That way, the next time cellForItemAt
gets called, you'll know what colour the glass should be by checking the value in self.balls[indexPath.row].owned
.
Lastly, you're returning balls.count - 1
in numberOfItems
, is this intentional?
In the case where have 10 balls, you're only going to have 9 cells. If you want a cell for each of your objects you should always return the count as is.
Upvotes: 2
Reputation: 11539
Sometimes, you may have to override the following function
override func prepareForReuse(){
super.prepareForReuse()
// reset to default value.
}
in class Shop1CollectionViewCell to guarantee cells will behave correctly. Hope you got it.
Upvotes: 1