寫在前面
去年就已經上了搖骰子功能,今年把這個模組總結一下
,用到的知識點很多,但都是比較基礎的。
我先羅列一下知識點,骰子的數量可控,
根據不同的玩法返回對應的數值,要涉及到去重,搖一搖開啟動畫
1,UIImageView的動畫 --旋轉動畫
2,高階動畫--組動畫
3,玩法組合--隨機數產生,骰子數值回撥
4,加入系統搖一搖功能
5,閉包回撥,列舉型別運用
這裡只列出了部分程式碼,完整程式碼,請移步github
複製程式碼
檢視原始碼:gitHub:DDGDiceAnimation
gif動畫效果不太明顯,請下載程式碼執行檢視真實效果
UIImageView的動畫
//也可用晃動動畫,這裡採用了圖片動畫
UIImageView 自己封裝好動畫,需要傳入圖片陣列
//轉動骰子的載入
let myImages:[UIImage] = [UIImage(named:"7.png")!,UIImage(named:"8.png")!,UIImage(named:"9.png")!]
//骰子1的轉動圖片切換
let imageDong11 = UIImageView(frame: CGRect(x: 85.0, y: 115.0, width: 90.0,height: 90.0))
//設定圖片動畫切換時間
imageDong11.animationDuration = 0.1
//設定圖片動畫資源
imageDong11.animationImages = myImages
//開啟動畫
imageDong11.startAnimating()
複製程式碼
骰子1的組動畫
//設定動畫
let spin = CABasicAnimation(keyPath: "transform.rotation")
spin.duration = animations
spin.toValue = Double.pi * 16.0
//******************位置變化***************
//設定骰子1的位置變化
//注意不要染骰子運動到螢幕之外
let dice1Point = self.getRandomNumbers(8, lenth: UInt32(ScreenWidth))
//用關鍵幀動畫 ,設定四個點,按照這四個點移動
let p1 = CGPoint(x: CGFloat(dice1Point[0]), y: CGFloat(dice1Point[1]))
let p2 = CGPoint(x: CGFloat(dice1Point[2]), y: CGFloat(dice1Point[3]))
let p3 = CGPoint(x: CGFloat(dice1Point[4]), y: CGFloat(dice1Point[5]))
let p4 = CGPoint(x: CGFloat(dice1Point[6]), y: CGFloat(dice1Point[7]))
//把點轉換成NSValue陣列下一步要用
let keypoint = [NSValue(cgPoint: p1),NSValue(cgPoint: p2),NSValue(cgPoint: p3),NSValue(cgPoint: p4)]
//初始化動畫的屬性是位置動畫
let animation1 = CAKeyframeAnimation(keyPath: "position")
animation1.values = keypoint
animation1.duration = animations
imageDong11.layer.position = CGPoint(x: ScreenWidth / 2 - 60, y: ScreenHeight / 2.0 - 50)
//骰子1的動畫組合
let animGroup1 = CAAnimationGroup()
animGroup1.animations = [animation1]
animGroup1.duration = animations
//動畫結束時會呼叫代理方法,將計算好的骰子動畫傳給控制器
animGroup1.delegate = self
imageDong11.layer.add(animGroup1, forKey: "position")
//隨機產生不同的號碼
func getRandomNumbers(_ count:Int,lenth:UInt32) -> [Int] {
var randomNumbers = [Int]()
for _ in 0...(count - 1) {
var number = Int()
number = Int(arc4random_uniform(lenth))+1
while randomNumbers.contains(number) {
number = Int(arc4random_uniform(lenth))+1
}
randomNumbers.append(number)
}
return randomNumbers
}
複製程式碼
加入搖一搖動畫
加入系統的搖一搖動畫(晃動手機就呼叫)
這個比較簡單
//匯入系統庫
import AudioToolbox
//呼叫並重寫系統方法
override func motionBegan(_ motion: UIEventSubtype, with event: UIEvent?) {
if motion == .motionShake {
if isDiceMoving == false {
//開始動畫
self.diceAnimationStart()
}
}
}
//模擬器呼叫方法
點選模擬器
Simulator -> Hardware -> Shake Gestrue
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動畫結束時的回撥
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
//隱藏圖片
image1.isHidden = true
//停止圖片的動畫
imageDong1.stopAnimating()
//色子1
let dice1 = Int(arc4random_uniform(6)) + 1
//設定骰子停止時的顯示的圖片
imageDong1.image = UIImage(named: "\(dice1).png")
//動畫結束時將骰子的陣列傳出到控制器
self.animationStop(true, diceArr: [])
補充,骰子的玩法型別比較多
"和值","三同號","二同號","三不同號","二不同號"
所以定義了一個 列舉enum
//色子玩法型別
enum DiceAnimationType {
//和值
case hzType
//三同號
case same3Type
//二同號
case same2Type
//三不同號
case diff3Type
//二不同號
case diff2Type
}
}
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完成動畫回撥的完整程式碼
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
image1.isHidden = true
image2.isHidden = true
image3.isHidden = true
imageDong1.stopAnimating()
imageDong2.stopAnimating()
imageDong3.stopAnimating()
//產生隨機數
switch self.diceAnimationType {
case .hzType:
//色子1
let dice1 = Int(arc4random_uniform(6)) + 1
imageDong1.image = UIImage(named: "\(dice1).png")
//色2
let dice2 = Int(arc4random_uniform(6)) + 1
imageDong2.image = UIImage(named: "\(dice2).png")
//色3
let dice3 = Int(arc4random_uniform(6)) + 1
imageDong3.image = UIImage(named: "\(dice3).png")
self.animationStop(true, diceArr: [dice1,dice2,dice3])
case .diff2Type:
let diff2Arr = self.getRandomNumbers(2,lenth: 5)
//色子1
imageDong1.image = UIImage(named: "\(diff2Arr[0]).png")
//色2
imageDong2.image = UIImage(named: "\(diff2Arr[1]).png")
//色3
let dice3 = Int(arc4random_uniform(6))
imageDong3.image = UIImage(named: "\(dice3).png")
self.animationStop(true, diceArr: diff2Arr)
case .diff3Type:
//從1到4
let diff3Arr0 = self.getRandomNumbers(1,lenth: 4)[0]
//從2到5
var diff3Arr1 = self.getRandomNumbers(1,lenth: 4)[0]
//從3到6
var diff3arr2 = self.getRandomNumbers(1,lenth: 4)[0]
if diff3Arr0 == 1 {
diff3Arr1 = self.getRandomNumbers(1,lenth: 4)[0] + 1
diff3arr2 = diff3arr2 + 2
if diff3Arr1 >= diff3arr2 {
diff3arr2 = diff3Arr1 + 1
}
} else if diff3Arr0 == 2 {
diff3Arr1 = self.getRandomNumbers(1, lenth: 3)[0] + 2
diff3arr2 = self.getRandomNumbers(1, lenth: 3)[0] + 3
if diff3Arr1 >= diff3arr2 {
diff3arr2 = diff3Arr1 + 1
}
} else if diff3Arr0 == 3 {
diff3Arr1 = self.getRandomNumbers(1, lenth: 2)[0] + 3
diff3arr2 = self.getRandomNumbers(1, lenth: 2)[0] + 4
if diff3Arr1 >= diff3arr2 {
diff3arr2 = diff3Arr1 + 1
}
} else {
diff3Arr1 = 5
diff3arr2 = 6
}
//色子1
imageDong1.image = UIImage(named: "\(diff3Arr0).png")
//色2
imageDong2.image = UIImage(named: "\(diff3Arr1 ).png")
//色3
imageDong3.image = UIImage(named: "\(diff3arr2 ).png")
self.animationStop(true, diceArr:[diff3Arr0 ,diff3Arr1 ,diff3arr2 ])
case .same2Type:
let same2Arr = self.getRandomNumbers(2,lenth: 6)
//色1
imageDong1.image = UIImage(named: "\(same2Arr[0]).png")
//色2
imageDong2.image = UIImage(named: "\(same2Arr[0]).png")
//色3
imageDong3.image = UIImage(named: "\(same2Arr[1]).png")
self.animationStop(true, diceArr: [same2Arr[0],same2Arr[0],same2Arr[1]])
case .same3Type:
let same3Arr = self.getRandomNumbers(1,lenth: 6)
//色1
imageDong1.image = UIImage(named: "\(same3Arr[0]).png")
//色2
imageDong2.image = UIImage(named: "\(same3Arr[0]).png")
//色3
imageDong3.image = UIImage(named: "\(same3Arr[0]).png")
self.animationStop(true, diceArr: [same3Arr[0],same3Arr[0],same3Arr[0]])
}
}
複製程式碼
DDGDiceAnimation is available under the MIT license. See the LICENSE file for more info. 如果有問題歡迎提出,QQ:532835032 ,如果對您有幫助,希望您動動滑鼠,不吝給個star.!
instructions (備註)
個人其他相關庫附上鍊接,希望可以幫到你:
檔案快取OC版:github.com/dudongge/DD…
檔案快取Swift版:github.com/dudongge/DD…
圖片截圖庫:github.com/dudongge/DD…