Task: Define a Pokémon class with properties such as name, type, and level.
Exercise 2.2: Create a Trainer Class
Task: Define a Trainer class with properties such as name, gender, and a collection of Pokémon.
Exercise 2.3: Instantiate Objects
Task: Create objects of the Trainer and Pokémon classes and assign values to their properties.
Inheritance: Pokémon Types
Objective: Understand inheritance and how to create subclasses in Swift.
Exercise 3.1: Create Pokémon Subclasses
Task: Create subclasses for different Pokémon types (e.g., Water, Fire, Grass) that inherit from the Pokémon class.
Exercise 3.2: Override Methods
Task: Override methods in the Pokémon subclasses to implement type-specific behavior.
Encapsulation: Battle and Gym Systems
Objective: Learn about encapsulation and how to create methods to manage access to object data.
Exercise 4.1: Create Battle and Gym Classes
Task: Create Battle and Gym classes that manage Pokémon battles and gym interactions.
Exercise 4.2: Implement Encapsulation
Task: Use encapsulation to protect the internal state of the Battle and Gym classes.
Polymorphism: Pokémon Abilities
Objective: Explore polymorphism and how to use it in Swift.
Exercise 5.1: Define Abilities
Task: Create an Ability class and subclasses for different Pokémon abilities.
Exercise 5.2: Implement Polymorphism
Task: Use polymorphism to create an array of abilities and call their methods.
Protocols: Catchable and Tradable
Objective: Learn about protocols and how to define and implement them in Swift.
Exercise 6.1: Create Catchable and Tradable Protocols
Task: Define the Catchable and Tradable protocols for Pokémon and Trainers.
Exercise 6.2: Implement Protocols
Task: Make the Pokémon and Trainer classes conform to the Catchable and Tradable protocols.
Conclusion
Congratulations! You have completed the Pokémon Swift Object Oriented Programming for iOS lab workbook. By now, you should have a solid understanding of Swift programming concepts like classes, inheritance, encapsulation, polymorphism, and protocols. Keep practicing, and continue your journey to become a Pokémon Swift Master!
Code Solutions:
Title: Pokémon Swift Object Oriented Programming for iOS Lab Workbook
Introduction
Welcome to the Pokémon Swift Object Oriented Programming for iOS lab workbook! This workbook is designed to teach you essential Swift Object Oriented Programming concepts with a fun and engaging Pokémon theme. We'll be covering Swift programming concepts like classes, inheritance, protocols, and other related topics through practical, hands-on exercises. Let's begin our journey to become a Pokémon Swift Master!
Table of Contents
Introduction to Swift and Object-Oriented Programming
Classes and Objects: Pokémon Trainers and Pokémon
Inheritance: Pokémon Types
Encapsulation: Battle and Gym Systems
Polymorphism: Pokémon Abilities
Protocols: Catchable and Tradable
Conclusion
Introduction to Swift and Object-Oriented Programming
Objective: Understand the basics of Swift programming and Object-Oriented Programming concepts.
Exercise 1.1: Basic Swift Syntax
Task: Write a simple Swift program that prints "Hello, Pokémon Swift Trainer!"
Task: Override methods in the Pokémon subclasses to implement type-specific behavior.
```swift
// Extend the Pokémon class to add an attack method
classPokemon {
// ...
funcattack() {
print("\(name) attacks!")
}
}
// Override the attack method in Water Pokémon subclass
classWaterPokemon: Pokemon {
// ...
overridefuncattack() {
print("\(name) uses Water attack with power \(waterPower)!")
}
}
// Override the attack method in Fire Pokémon subclass
classFirePokemon: Pokemon {
// ...
overridefuncattack() {
print("\(name) uses Fire attack with power \(firePower)!")
}
}
// Override the attack method in Grass Pokémon subclass
classGrassPokemon: Pokemon {
// ...
overridefuncattack() {
print("\(name) uses Grass attack with power \(grassPower)!")
}
}
Encapsulation: Battle and Gym Systems
Objective: Learn about encapsulation and how to create methods to manage access to object data.
Exercise 4.1: Create Battle and Gym Classes
Task: Create Battle and Gym classes that manage Pokémon battles and gym interactions.
classBattle {
privatelet trainer1: Trainer
privatelet trainer2: Trainer
init(trainer1: Trainer, trainer2: Trainer) {
self.trainer1 = trainer1
self.trainer2 = trainer2
}
funcstart() {
print("Battle between \(trainer1.name) and \(trainer2.name) starts!")
// Implement battle logic here
}
}
classGym {
privatevar trainers: [Trainer]
init(trainers: [Trainer]) {
self.trainers = trainers
}
funcaddTrainer(trainer: Trainer) {
trainers.append(trainer)
}
funcremoveTrainer(trainer: Trainer) {
iflet index = trainers.firstIndex(where: { $0.name == trainer.name }) {
trainers.remove(at: index)
}
}
}
Exercise 4.2: Implement Encapsulation
Task: Use encapsulation to protect the internal state of the Battle and Gym classes.
// Encapsulation is already implemented in the above code
// by using private access control for the trainer properties
// in the Battle class and the trainers array in the Gym class.
Polymorphism: Pokémon Abilities
Objective: Explore polymorphism and how to use it in Swift.
Exercise 5.1: Define Abilities
Task: Create an Ability class and subclasses for different Pokémon abilities.
classAbility {
var name: String
init(name: String) {
self.name = name
}
funcexecute() {
print("Executing ability: \(name)")
}
}
classElectricAbility: Ability {
}
class FireAbility: Ability {
}
class WaterAbility: Ability {
}
class GrassAbility: Ability {
}
Exercise 5.2: Implement Polymorphism
Task: Use polymorphism to create an array of abilities andcall their methods.
```swift
let thunderbolt = ElectricAbility(name: "Thunderbolt")
let flamethrower = FireAbility(name: "Flamethrower")
let hydroPump = WaterAbility(name: "Hydro Pump")
let solarBeam = GrassAbility(name: "Solar Beam")
let abilities: [Ability] = [thunderbolt, flamethrower, hydroPump, solarBeam]
for ability in abilities {
ability.execute()
}
Protocols: Catchable and Tradable
Objective: Learn about protocols and how to define and implement them in Swift.
Exercise 6.1: Create Catchable and Tradable Protocols
Task: Define the Catchable and Tradable protocols for Pokémon and Trainers.
protocolCatchable {
funccatchPokemon(pokemon: Pokemon)
}
protocolTradable {
functradePokemon(pokemon: Pokemon, with trainer: Trainer)
}
Exercise 6.2: Implement Protocols
Task: Make the Pokémon and Trainer classes conform to the Catchable and Tradable protocols.
classTrainer: Catchable, Tradable {
// ...
funccatchPokemon(pokemon: Pokemon) {
print("\(name) caught a \(pokemon.name)!")
pokemons.append(pokemon)
}
functradePokemon(pokemon: Pokemon, with trainer: Trainer) {
iflet index = pokemons.firstIndex(where: { $0.name == pokemon.name }) {
pokemons.remove(at: index)
trainer.catchPokemon(pokemon: pokemon)
print("\(name) traded \(pokemon.name) with \(trainer.name)!")
}
}
}
Conclusion
Congratulations! You have completed the Pokémon Swift Object Oriented Programming for iOS lab workbook. By now, you should have a solid understanding of Swift programming concepts like classes, inheritance, encapsulation, polymorphism, and protocols. Keep practicing, and continue your journey to become a Pokémon Swift Master!