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iOS 簡(jiǎn)單的操作桿旋轉(zhuǎn)實(shí)現(xiàn)示例詳解

 更新時(shí)間:2022年12月29日 12:17:03   作者:頭疼腦脹的代碼搬運(yùn)工  
這篇文章主要為大家介紹了iOS 簡(jiǎn)單的操作桿旋轉(zhuǎn)實(shí)現(xiàn)示例詳解,有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步,早日升職加薪

一、效果實(shí)現(xiàn)

簡(jiǎn)單實(shí)現(xiàn)了一個(gè)消滅病毒的小效果,畫面略顯粗糙,多多見諒

控制球復(fù)位

二、操作桿實(shí)現(xiàn)

實(shí)現(xiàn)拖動(dòng)小球,獲取當(dāng)前小球的旋轉(zhuǎn)方向,將旋轉(zhuǎn)的方向傳遞出去,旋轉(zhuǎn)“坦克”進(jìn)行攻擊“病毒”。

#import "DirectionOptionView.h"
@interface DirectionOptionView()
//方向指示器滾珠
@property(nonatomic,strong) UIView * ball;
@end
@implementation DirectionOptionView
- (instancetype)initWithFrame:(CGRect)frame changeDirectionBlock:(ChangeDirectionBlock)changeDirectionBlock
{
    if (self = [super initWithFrame:frame]) {
        self.changeDirectionBlock = changeDirectionBlock;
        [self makeView];
        [self addPan];
    }
    return self;
}
//添加拖拽手勢(shì)
- (void)addPan{
    UIPanGestureRecognizer * pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action: @selector(panAction:)];
    [self addGestureRecognizer:pan];
}
- (void)panAction:(UIPanGestureRecognizer *)pan
{
    switch (pan.state) {
        case UIGestureRecognizerStateBegan:
        {
            CGPoint point = [pan locationInView:**self**];
            self.ball.alpha = 1;
            [self moveWithPoint:point];
        }
            break;
        case UIGestureRecognizerStateChanged:
        {
            CGPoint point = [pan locationInView:self];
            [self moveWithPoint:point];
        }
            break;
        case UIGestureRecognizerStateEnded:
        {
            CGPoint point = [pan locationInView:self];
            [self resetBallPositionWithEndPoint:point];
        }
            break;
        default:
            break;
    }
}
//小球復(fù)位
- (void)resetBallPositionWithEndPoint:(CGPoint)point
{
    self.changeDirectionBlock(0);
    [UIView animateWithDuration:0.2 animations:^{
        self.ball.center = CGPointMake((self.frame.size.width / 2.0), (self.frame.size.height / 2.0));
        self.ball.alpha = 0.4;
    }];
}
//根據(jù)控制球位置獲取當(dāng)前旋轉(zhuǎn)角度
- (void)moveWithPoint:(CGPoint)point
{
    CGFloat distanceCircle = (self.ball.frame.size.width / 2.0);
    CGFloat x = point.x;
    CGFloat y = point.y;
    CGFloat dx = x - self.frame.size.width / 2.0;
    CGFloat dy = y - self.frame.size.height / 2.0;
    CGFloat rotation = atan2(dx,dy);
    CGFloat r = self.frame.size.width / 2.0;
    CGFloat rx = (r - distanceCircle) * sin(rotation) + r;
    CGFloat ry = (r - distanceCircle) * cos(rotation) + r;
    //防止控制球越界
    if ((sqrt((dx * dx) + (dy * dy))) > (r - distanceCircle)) {
        x = rx;
        y = ry;
    }
    //用block形式向外界暴露當(dāng)前控制球相對(duì)于屏幕上方的角度
    self.changeDirectionBlock(-rotation + M_PI);
    self.ball.center = CGPointMake(x, y);
}
- (void)makeView{
    //進(jìn)行倒角
    self.layer.masksToBounds = YES;
    self.layer.cornerRadius = self.frame.size.width / 2.0;
    self.backgroundColor = [[UIColor groupTableViewBackgroundColor] colorWithAlphaComponent:0.7];
    //添加控制球
    [self addSubview:self.ball];
}
//控制球
- (UIView *)ball
{
    if (!_ball) {
        CGSize size = CGSizeMake(45, 45);
        _ball = [[UIView alloc] initWithFrame:CGRectMake((self.frame.size.width - size.width) / 2.0, (self.frame.size.height - size.height) / 2.0, size.width, size.height)];
        _ball.alpha = 0.4;
        _ball.layer.masksToBounds = YES;
        _ball.layer.cornerRadius = _ball.frame.size.width / 2.0;
        _ball.backgroundColor = [UIColor lightGrayColor];
    }
    return _ball;
}
@end

三、發(fā)射子彈及碰撞檢測(cè)

1、發(fā)射子彈

//根據(jù)當(dāng)前角度,預(yù)判子彈動(dòng)畫的結(jié)束位置
- (NSArray *)prepareBulletPath
{
    CGPoint center = self.center;
    CGFloat maxLength = sqrt(([UIScreen mainScreen].bounds.size.width * [UIScreen mainScreen].bounds.size.width) + ([UIScreen mainScreen].bounds.size.height * [UIScreen mainScreen].bounds.size.height));
    CGFloat endY = sin(self.angle - M_PI / 2.0) * maxLength + center.y;
    CGFloat endX = cos(self.angle - M_PI / 2.0) * maxLength + center.x;
    CGPoint endPoint = CGPointMake(endX, endY);
    return @[@(center),@(endPoint)];
}
- (void)fir
{
    CGFloat bulletWidth = 10;
    BulletView * lastBulletView = self.bulletArr.count > 0 ? self.bulletArr.lastObject : nil;
    if (!lastBulletView) {
        BulletView * view = [[BulletView alloc] initWithFrame:CGRectMake((self.frame.size.width - bulletWidth) / 2.0, 0,bulletWidth,bulletWidth)];
        view.points = [self prepareBulletPath];
        [self.superview insertSubview:view belowSubview:self];
        [self.bulletArr addObject:view];
        view.center = [view.points[0] CGPointValue];
        [UIView animateWithDuration:1 animations:^{
            view.center = [view.points[1] CGPointValue];
        } completion:^(BOOL finished) {
            [view removeFromSuperview];
            [self.bulletArr removeObject:view];
        }];
    }
}

fir 本身是一個(gè)定時(shí)器事件,在里面添加一些創(chuàng)建子彈的邏輯,位置移動(dòng)還是用了最簡(jiǎn)單的 UIViewanimateWithDuration 方法,但是注意這里面通過(guò) frame 進(jìn)行碰撞檢測(cè)是獲取不到,所以,添加了 CADisplayLink 屏幕刷新事件來(lái)檢測(cè)子彈視圖的 layer.presentationLayer.frame來(lái)進(jìn)行與病毒的 frame 進(jìn)行檢測(cè)屏幕位置是否包含。

2、檢測(cè)碰撞

bool CGRectIntersectsRect(CGRect rect1, CGRect rect2) 檢測(cè)碰撞的方法

//添加屏幕刷新事件監(jiān)聽
- (void)addScreenRefreshAction
{
    self.displayLink = [CADisplayLink displayLinkWithTarget:self selector: @selector(update)];
    [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)update
{
    [self.bulletArr enumerateObjectsUsingBlock:^(BulletView * bulletView, NSUInteger idx, BOOL * _Nonnull stop) {
        [self.virusArr enumerateObjectsUsingBlock:^(VirusView * virusView, NSUInteger idx, BOOL * _Nonnull stop) {
            //檢測(cè)碰撞
            if (CGRectIntersectsRect(bulletView.layer.presentationLayer.frame, virusView.frame)) {
                [bulletView removeFromSuperview];
                [self.bulletArr removeObject:bulletView];
                [virusView attacked];
                if ([virusView isDie]) {
                    [virusView removeFromSuperview];
                    [self.virusArr removeObject:virusView];
                }
            }
        }];
    }];
    if (!self.virusArr.count) {
        [self createVirusView];
    }
}

四、添加病毒及消滅動(dòng)畫

1、隨機(jī)創(chuàng)建病毒

- (void)createVirusView
{
    int width = arc4random() % 30 + 50;
    int x = arc4random() % ([[NSNumber numberWithFloat:[UIScreen mainScreen].bounds.size.width] integerValue] - width);
    int y = arc4random() % ([[NSNumber numberWithFloat:[UIScreen mainScreen].bounds.size.height / 2.0] integerValue]);
    VirusView * virusView = [[VirusView alloc] initWithFrame:CGRectMake(x, y, width, width)];
    [self.superview addSubview:virusView];
    [self.virusArr addObject:virusView];
}

2、消滅動(dòng)畫

添加了一點(diǎn)粒子效果,顯示病毒消散動(dòng)畫

- (void)fireExplode
{
    CAEmitterLayer * emitter = [CAEmitterLayer layer];
    emitter.frame = self.frame;
    [self.superview.layer addSublayer:emitter];
    emitter.renderMode = kCAEmitterLayerAdditive;
    emitter.emitterPosition = CGPointMake(emitter.frame.size.width*0.5,    emitter.frame.size.height*0.5);
    CAEmitterCell *cell = [[CAEmitterCell alloc] init];
    cell.contents = ( __bridge id)[UIImage imageNamed:@"v4"].CGImage;
    cell.birthRate = 1;//出生率
    cell.lifetime = 0.7;//生命周期
    cell.emissionLongitude = - M_PI_2;
    cell.emissionRange = M_PI_2;
    cell.alphaSpeed = -0.2;
    cell.velocity = 10;//速度
    cell.scale = 0.15;//縮放倍數(shù)
    emitter.emitterCells = @[cell];
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.6 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        [emitter removeFromSuperlayer];
    });
}

五、思考與總結(jié)

添加 UIViewanimateWithDuration 方法后,這里用的是屏幕刷新檢測(cè),來(lái)獲取當(dāng)前控件的 layer.presentationLayer.frame 來(lái)檢測(cè)碰撞,其他邏輯都相對(duì)簡(jiǎn)單。

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