写在前面
去年就已经上了摇骰子功能,今年把这个模块总结一下
,用到的知识点很多,但都是比较基础的。
我先罗列一下知识点,骰子的数量可控,
根据不同的玩法返回对应的数值,要涉及到去重,摇一摇开启动画
1,UIImageView的动画 --旋转动画
2,高级动画--组动画
3,玩法组合--随机数产生,骰子数值回调
4,加入系统摇一摇功能
5,闭包回调,枚举类型运用
这里只列出了部分代码,完整代码,请移步github
gif动画效果不太明显,请下载代码运行查看真实效果
UIImageView的动画
//也可用晃动动画,这里采用了图片动画
UIImageView 自己封装好动画,需要传入图片数组
//转动骰子的载入
let myImages:[UIImage] = [UIImage(named:"7.png")!,UIImage(named:"8.png")!,UIImage(named:"9.png")!]
//骰子1的转动图片切换
let imageDong11 = UIImageView(frame: CGRect(x: 85.0, y: 115.0, 90.0,height: 90.0))
//设置图片动画切换时间
imageDong11.animationDuration = 0.1
//设置图片动画资源
imageDong11.animationImages = myImages
//开启动画
imageDong11.startAnimating()
骰子1的组动画
//设置动画
let spin = CABasicAnimation(keyPath: "transform.rotation")
spin.duration = animations
spin.toValue = Double.pi * 16.0
//******************位置变化***************
//设置骰子1的位置变化
//注意不要染骰子运动到屏幕之外
let dice1Point = self.getRandomNumbers(8, lenth: UInt32(ScreenWidth))
//用关键帧动画 ,设置四个点,按照这四个点移动
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]))
//把点转换成NSValue数组下一步要用
let keypoint = [NSValue(cgPoint: p1),NSValue(cgPoint: p2),NSValue(cgPoint: p3),NSValue(cgPoint: p4)]
//初始化动画的属性是位置动画
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的动画组合
let animGroup1 = CAAnimationGroup()
animGroup1.animations = [animation1]
animGroup1.duration = animations
//动画结束时会调用代理方法,将计算好的骰子动画传给控制器
animGroup1.delegate = self
imageDong11.layer.add(animGroup1, forKey: "position")
//随机产生不同的号码
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
}
加入摇一摇动画
加入系统的摇一摇动画(晃动手机就调用)
这个比较简单
//导入系统库
import AudioToolbox
//调用并重写系统方法
override func motionBegan(_ motion: UIEventSubtype, with event: UIEvent?) {
if motion == .motionShake {
if isDiceMoving == false {
//开始动画
self.diceAnimationStart()
}
}
}
//模拟器调用方法
点击模拟器
Simulator -> Hardware -> Shake Gestrue
动画结束时的回调
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
//隐藏图片
image1.isHidden = true
//停止图片的动画
imageDong1.stopAnimating()
//色子1
let dice1 = Int(arc4random_uniform(6)) + 1
//设置骰子停止时的显示的图片
imageDong1.image = UIImage(named: "(dice1).png")
//动画结束时将骰子的数组传出到控制器
self.animationStop(true, diceArr: [])
补充,骰子的玩法类型比较多
"和值","三同号","二同号","三不同号","二不同号"
所以定义了一个 枚举enum
//色子玩法类型
enum DiceAnimationType {
//和值
case hzType
//三同号
case same3Type
//二同号
case same2Type
//三不同号
case diff3Type
//二不同号
case diff2Type
}
}
完成动画回调的完整代码
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
image1.isHidden = true
image2.isHidden = true
image3.isHidden = true
imageDong1.stopAnimating()
imageDong2.stopAnimating()
imageDong3.stopAnimating()
//产生随机数
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:
//从1到4
let diff3Arr0 = self.getRandomNumbers(1,lenth: 4)[0]
//从2到5
var diff3Arr1 = self.getRandomNumbers(1,lenth: 4)[0]
//从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]])
}
}
DDGDiceAnimation is available under the MIT license. See the LICENSE file for more info.
如果有问题欢迎提出,QQ:532835032 ,如果对您有帮助,希望您动动鼠标,不吝给个star.!
instructions (备注)
个人其他相关库附上链接,希望可以帮到你:
文件缓存OC版:https://github.com/dudongge/DDGDataCache_OC