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πŸ‘Š βœ‹ ✌️

You are going to create a very simple rock paper scissors game. It will consist of three buttons, one for each of the moves you can play. Tap on one of these buttons to chose your move, then the iPhone will randomly choose a move and a you either win, lose, or πŸ‘”.

Screenshot of app

Rules of Rock Paper Scissors:

  • Each sign can beat one (and only one) other:
  • Rock smashes scissors.
  • Scissors cut paper.
  • Paper covers rock.
  • If both players choose the same sign, the game is a πŸ‘”.

Getting Started

  • Start by Creating a new application in Xcode and select the Single View Application template.

Screenshot of Xcode Single View

  • Name your application RockPaperScissors.
  • Select Swift as the language.
  • Set iPhone as the Device.
  • Click Next then click Create to create the new project.

Screenshot of Xcode New App

Let's play with the Storyboard

  • Open up the main.storyboard file and make sure you can see your view controller. This is the first screen that will appear when you run the app so you're going to start here.
  • In the left hand side panel, expand the array next to ViewController and select the View object.
  • Open the right hand side panel and make sure that the attributes inspector is selected. The attributes inspector is where you can modify the appearance of the view.
  • Find the Background attribute for the view and select this attribute to change the the background color of the main view.

Screenshot of the storyboard

If you run your app right now, you will see a blank screen with whatever color you selected as its background.

  • Select the play button in the top left corner of Xcode to run your app on the simulator. Remember that the iPhone 7 Plus simulator is a little large so it's a better option to select the iPhone 7 as your simulator.

Screenshot of the app running

Setup your first button

Now you're going to start working on the game logic. Remember that in step 1 of the game, you have to be able to select either Rock, Paper or Scissors. You're now going to set up just a single button so that you can select rock πŸ‘Š. Once everything is set up for rock, you will setup a button for paper and scissors as well.

  • Open the objects inspector on the right hand side of Xcode and find the UIButton object in the list.
  • Drag a button from the objects inspector onto the storyboard.
  • Place the button in the middle of the screen.

Screenshot of dragging the button

  • Select the attributes inspector on the right hand side of Xcode. Here is where you can modify the appearance of your button.
  • Change the title from 'button' to 'πŸ‘Š'.
  • Use the arrow buttons next to the button's font to increase the font to a bigger size. I think 80 looks good. You may have to increase the size of your button to compensate for the large font size.

Screenshot of button attributes

Link your button to the code

So far you've added a button to the screen. This looks great but if you run your app and tap on the button, it doesn't do anything. You're going to change this by connecting the button to your code.

  • Make sure you're in the main.storyboard and open the Assistant editor. This opens up the swift code file that is linked to the screen with the button on it.

Screenshot of assistant editor

  • Now right click, or ctrl+click, and drag from the button into a space in the code file. You should see a blue line when you start dragging.

Screenshot of dragging the action

  • After you let go of your mouse, you will see a dialog box open up. Make sure that action is selected as the connection type, name your action playRock, and click connect. This will create a new function in your swift file.

Screenshot of connecting an action

Now that you've made this connection, every time you tap on the button, the code inside this function will get run. But there is currently no code inside this function, so let's change that.

  • Add the following line of code inside your new function:
print("User selected πŸ‘Š")

This will print out your selection to the console.

  • Now run you app by clicking the play button in the top left corner of Xcode.
  • When the iPhone simulator appears on your screen, tap the rock button. You should see "User selected πŸ‘Š" printed to your console.

You have now created a button in the storyboard using the visual helpers of the storyboard. You then connected this button to the code so you can perform some logic when a user taps the button.

Generate random sign for the iPhone

Once you've selected your sign, what's the second step in the game? The other player, the iPhone, needs to choose a random sign.You are now going to setup the logic to generate a random sign to use as the iPhone's selection.

  • Inside your view controller, create a new function called generateRandomSign and have this function return a String type. This function will return one of the following emojis: πŸ‘Š βœ‹ ✌️
func generateRandomSign() -> String {
    // Randomly return one of the following πŸ‘Š βœ‹ ✌️
}
  • Now write the following code inside the generateRandomSign function:
// Generate a random number
let randomNumber = arc4random_uniform(3) // 1
 
// Create a new empty string variable to hold the computer's sign       
var computerSign = "" // 2

// Set the computer sign to one of the three emojis    
if (randomNumber == 0) { // 3
    computerSign = "βœ‹"
} else if (randomNumber == 1) {
    computerSign = "πŸ‘Š"
} else if (randomNumber == 2) {
    computerSign = "✌️"
}
    
return computerSign // 4
  1. Use the arc4random_uniform function to generate a random number. This function accepts a number as it's input and generate a random number between 0 and that number -1. So by passing in 3 to this function, you will get back a random number between 0 and 2
  2. Create a new empty string variable to hold the sign for the computer.
  3. Use the random number to assign a sign to the computerSign variable.
  4. Return the sign.

Now if you call this function from anywhere in your code by running generateRandomSign(), a random sign will be created.

  • Go back to your playRock function that's connected to your button and call the generateRandomSign() function to get a sign for the iPhone.
  • Save the result of this function in a constant called iPhoneSign.
  • Now print out the iPhone's sign at the same time you print out your sign.

Your playRock function should look something like this:

@IBAction func playRock(_ sender: Any) {
    let iPhoneSign = generateRandomSign()
    print("User selected πŸ‘Š, iPhone selected " + iPhoneSign)
}

At this point, you can select rock and compare it to the iPhone's selection.

Determine the winner

Printing out the results of the game is fine, but you can do better than that. You're now going to compare your selection to the iPhone's selection to determine the winner, then print out who won.

  • In your playRock function, use if statements to check which sign the iPhone selected and implement the following logic:
  • If the iPhone selected ✌️, print out that you won and the iPhone lost
  • If the iPhone selected βœ‹, print out that you lost and the iPhone won
  • If the iPhone selected πŸ‘Š, print out that it's a πŸ‘”

Your playRock function should look something like this:

@IBAction func playRock(_ sender: Any) {
    let iPhoneSign = generateRandomSign()
    print("User selected πŸ‘Š, iPhone selected " + iPhoneSign)
    
    if iPhoneSign == "✌️" {
        print("You won, the iPhone lost")
    } else if iPhoneSign == "βœ‹" {
        print("You lost, the iPhone won")
    } else if iPhoneSign == "πŸ‘Š" {
        print("It's a πŸ‘”")
    }
}

You now have a working rock, paper, scissors game. Well, you have a working rock game.

Add Paper and Scissors

Now that you have the rock button fully working, it's time to add the other two signs for you to choose from.

✌️ βœ‹

  • Navigate back to your main.storyboard and add two more buttons to the screen.
  • Use the following two emojis as the title for each of the buttons: ✌️ βœ‹
  • Right click, or ctrl+click, and drag from the buttons into a space in the code file.
  • Create an action for each button and name them playPaper and playScissors

Screenshot of dragging from the new buttons to the view controller code

  • Inside each of these functions, write code to do the following:
    • Generate a random sign for the iPhone.
    • Check which sign the iPhone has.
    • Print out the winner of the game.

This code will be very similar to what you wrote for the playRock function, but the logic will be slightly different to apply to the sign that the user selects.

Once you've completed this step, you will have a fully functional Rock Paper Scissors game.

Show the results on the screen

Logging out the results to the console is fine while you're developing the app, but if you're to put this piece of gold on the app store, you need to notify the user of the winner by displaying it on the iPhone screen. You're now going to add a label to the screen that will show the result of the game.

  • Navigate back to main.storyboard and drag a label from the object inspector to the view controller.
  • Position the label at the top of the screen and resize it so that it's large enough to show a couple of lines of text.
  • Center text, increase the font size, and set the number of lines to 0. Setting the number of lines to 0 allows us to add any number lines of text to our label.

Screenshot of updating the label

  • Open the assistant editor, to show the code next to the storyboard.
  • Right click, or ctrl+click, and drag from the label to the code file. Remember that when we're linking up an object as a property, we prefer to put it at the top of the swift file.
  • When the dialog box opens, select property as the connection type, name your property outcomeLabel, and click connect. This will create a new property in your swift file. Properties can be accessed by all the functions inside the View Controller.

Screenshot of creating a property 1 Screenshot of creating a property 2 Screenshot of creating a property 3

Now that the label on the screen is connected to our code, you can update the text of our label every time you play the game. You named the label outcomeLabel and you can access the label anywhere in the View Controller by simply using its name. So if you want to update the text of the label, you can assign a new value to the label's text property:

outcomeLabel.text = "New Text"
  • In the playRock, playPaper, and playScissors functions; instead of printing the winner, set it as the outcomeLabel's text. Here's what it will look like for the playRock function:
@IBAction func playRock(_ sender: Any) {
@IBAction func playRock(_ sender: Any) {
    let iPhoneSign = generateRandomSign()
    
    if iPhoneSign == "✌️" {
        outcomeLabel.text = "You: πŸ‘Š\niPhone: " + iPhoneSign + "\nYou won, the iPhone lost"
    } else if iPhoneSign == "βœ‹" {
        outcomeLabel.text = "You: πŸ‘Š\niPhone: " + iPhoneSign + "\nYou lost, the iPhone won"
    } else if iPhoneSign == "πŸ‘Š" {
        outcomeLabel.text = "You: πŸ‘Š\niPhone: " + iPhoneSign + "\nIt's a πŸ‘”"
    }
}

\n is what we type inside a string to tell the iPhone that we want a new line in our text. So the following string in code:

"You: πŸ‘Š\niPhone: ✌️\nYou won, the iPhone lost"

Will get printed out as:

You: πŸ‘Š  
iPhone: ✌️  
You won, the iPhone lost

Summary

You have successfully created a fully functional Rock Paper Scissors game. During this process, you learned how to create an iOS app using Storyboards to setup the UI and Swift to add logic.

Here are some links:


If you would like to keep adding features to your game, here are some stretch goals. Each of these can be done in any order:

Add custom signs and logic

You have setup a standard game of Rock Paper Scissors. But this is your game and you have the to power to change the rules if you like. Why don't you add some different emojis to the game and create your own custom logic for who wins. Maybe if you choose πŸŒ‹ as your sign, then you always win. Or if you choose πŸ’© as your sign, then everyone loses.

Keep track of the score

Wouldn't it be nice if you could keep track of who was winning so you could play best 2 out of 3, or 3 out of 5? Try adding some code to your project to keep track of how many times each player wins and display that data in your outcome label.

  • Add two new properties to the View Controller, one that keeps track of the number of times you win, and one that keeps track of the number of times that the iPhone wins:
var numberOfTimesIWon = 0;
var numberOfTimesiPhoneWon = 0;
  • When you're determining the winner, increment the appropriate property by one:
// My sign is πŸ‘Š

if iPhoneSign == "✌️" {
        ...
        
        numberOfTimesIWon += 1
    } else if iPhoneSign == "βœ‹" {
        ...
        
        numberOfTimesiPhoneWon += 1
    }
  • In the outcome label, display the number of times that you or the iPhone have won.

DRY Code

DRY: Don't Repeat Yourself

You may have noticed that you've been repeating the same code in some places. This is not a good programming practice, you should try to write as little code as possible and remove duplication. This practice is called writing dry code. Right now your code is a little wet, time to make it dry.

Have you spotted the duplicate code yet? that's right, every action playRock playPaper and playScissors all have almost exactly the same game logic in each of them. Try writing the bulk of this logic in just one place, probably in a separate function, and have these functions use the same code.

  • Create a new function called determineOutcome that accepts two strings, mySign and iPhoneSign, and returns a String:
func determineOutcome(mySign: String, iPhoneSign: String) -> String {   
    return ""
}

You can now use this function to evaluate the winner.

  • Check for every possible combination of signs, and return a string stating who the winner is. Here's an example of two:
func determineOutcome(mySign: String, iPhoneSign: String) -> String {
    if iPhoneSign == "✌️" && mySign == "πŸ‘Š" {
        return "You: " + mySign + "\niPhone: " + iPhoneSign + "\nYou won, the iPhone lost"
    } else if iPhoneSign == "βœ‹" && mySign == "πŸ‘Š" {
        return "You: " + mySign + "\niPhone: " + iPhoneSign + "\nYou lost, the iPhone won"
    }
	...
}
  • Call this function from your play functions to assign the text to the outcomeLabel:
@IBAction func playRock(_ sender: Any) {
    let iPhoneSign = generateRandomSign()
    
    let outcomeText = determineOutcome(mySign: πŸ‘Š, iPhoneSign: iPhoneSign)
    
    outcomeLabel.text = outcomeText
}
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