iOS简单的操作杆旋转实现示例详解

Opal ·
更新时间:2024-09-20
· 463 次阅读

目录

一、效果实现

二、操作杆实现

三、发射子弹及碰撞检测

1、发射子弹

2、检测碰撞

四、添加病毒及消灭动画

1、随机创建病毒

2、消灭动画

五、思考与总结

一、效果实现

简单实现了一个消灭病毒的小效果,画面略显粗糙,多多见谅

控制球复位

二、操作杆实现

实现拖动小球,获取当前小球的旋转方向,将旋转的方向传递出去,旋转“坦克”进行攻击“病毒”。

#import "DirectionOptionView.h" @interface DirectionOptionView() //方向指示器滚珠 @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; } //添加拖拽手势 - (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; } } //小球复位 - (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; }]; } //根据控制球位置获取当前旋转角度 - (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形式向外界暴露当前控制球相对于屏幕上方的角度 self.changeDirectionBlock(-rotation + M_PI); self.ball.center = CGPointMake(x, y); } - (void)makeView{ //进行倒角 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、发射子弹及碰撞检测 1、发射子弹 //根据当前角度,预判子弹动画的结束位置 - (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 本身是一个定时器事件,在里面添加一些创建子弹的逻辑,位置移动还是用了最简单的 UIViewanimateWithDuration 方法,但是注意这里面通过 frame 进行碰撞检测是获取不到,所以,添加了 CADisplayLink 屏幕刷新事件来检测子弹视图的 layer.presentationLayer.frame来进行与病毒的 frame 进行检测屏幕位置是否包含。

2、检测碰撞

bool CGRectIntersectsRect(CGRect rect1, CGRect rect2) 检测碰撞的方法

//添加屏幕刷新事件监听 - (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) { //检测碰撞 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、添加病毒及消灭动画 1、随机创建病毒 - (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、消灭动画

添加了一点粒子效果,显示病毒消散动画

- (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;//缩放倍数 emitter.emitterCells = @[cell]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.6 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{ [emitter removeFromSuperlayer]; }); } 五、思考与总结

添加 UIViewanimateWithDuration 方法后,这里用的是屏幕刷新检测,来获取当前控件的 layer.presentationLayer.frame 来检测碰撞,其他逻辑都相对简单。

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