概述
前言
最近写了一款钓鱼小游戏,自己平时也没做过游戏,本来以为这种游戏要用cocos2d什么的实现,后来发现其实动画就可以实现很棒的效果,先看看效果图。
思维导图
首先我们看下思维导图,本游戏主要分为4大块,其中鱼的实现最为复杂
思维导图
项目结构
准备工作
首先将需要的图准备好,这个鱼其实就是一组图片,图片大小固定,每一帧位置变化,所以看起来 是一个上下游动的鱼。
单张图片
鱼钩模块
摆动动画
鱼钩的摆动范围是[M_PI/4.0,-M_PI/4.0] (垂直向下为0度,顺时针为正),这里利用了计时器进行角度的更改,计时器用的CADisplayLink,它是一个和屏幕刷新率一致的定时器,如果没有卡顿,每秒刷新次数是60次,本Demo很多计时器用的都是CADisplayLink。下面是鱼钩的主要代码(重点:1、设置锚点后重置frame,2、更改角度,3、旋转)。 其中定义了一个block将角度angle回传到FishingView界面计算鱼钩落到池塘的位置。
@property (nonatomic, strong) CADisplayLink *linkTimer; @property (nonatomic, assign) BOOL isReduce;//改变方向 @property (nonatomic, assign) CGFloat angle;//摆动的角度 - (void)initView{ [self setAnchorPoint:CGPointMake(0.5, 0) forView:self]; UIImageView *gouImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, self.frame.size.height - 35 , 30, 35)]; gouImageView.image = [UIImage imageNamed:@"fish_catcher_tong"]; [self addSubview:gouImageView]; UIView *lineView = [[UIView alloc] initWithFrame:CGRectMake((self.frame.size.width - 3)/2.0, 0, 3, self.frame.size.height - 35)]; lineView.backgroundColor = HEXCOLOR(0x9e664a); [self addSubview:lineView]; // 创建一个对象计时器 _linkTimer = [CADisplayLink displayLinkWithTarget:self selector:@selector(hookMove)]; //启动这个link [_linkTimer addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; } //设置锚点后重新设置frame - (void) setAnchorPoint:(CGPoint)anchorpoint forView:(UIView *)view{ CGRect oldFrame = view.frame; view.layer.anchorPoint = anchorpoint; view.frame = oldFrame; } #pragma mark - 鱼钩摆动 - (void)hookMove{ if (self.isReduce){ _angle-=1.8*cos(1.5*_angle)*0.01;//计算角度,利用cos模拟上升过程中减慢,下降加快 if (_angle < -M_PI/180*45){ self.isReduce = NO; } }else { _angle+=1.8*cos(1.5*_angle)*0.01; if (_angle > M_PI/180*45){ self.isReduce = YES; } } if (self.angleBlock){ self.angleBlock(_angle); } // DLog(@"鱼钩角度%f",_angle); //旋转动画 self.transform = CGAffineTransformMakeRotation(_angle); }
鱼模块
鱼模块是继承自UIImageView的一个类
鱼模块提供了三种初始化方式,可垂钓的鱼、不可垂钓的鱼(可以不用)、钓到的鱼三种鱼。
鱼的移动方式有两种,使用枚举定义,从左到右,从右到左
鱼的种类有六种,用枚举进行了定义
typedef NS_ENUM(NSInteger, FishModelImageViewType){ FishModelImageViewTypeXHY = 0, //小黄鱼 FishModelImageViewTypeSBY = 1, //石斑鱼 FishModelImageViewTypeHSY = 2, //红杉鱼 FishModelImageViewTypeBWY = 3, //斑纹鱼 FishModelImageViewTypeSHY = 4, //珊瑚鱼 FishModelImageViewTypeSY = 5, //鲨鱼 };
提供了一个钓到鱼后的代理
FishModelImageViewDelegate //鱼的种类-游动方向-赢取金额 方法 - (void)catchTheFishWithType:(FishModelImageViewType)type andDirection:(FishModelImageViewDirection)dir andWinCount:(int)count;
1、动态的鱼
加载动态鱼的方法
//初始化UIImageView UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 55, 55)]; //如果图片的名字是有顺序的,例如xhy1,xhy2,xhy3...,可以取去掉序号的名字,然后会自动将所有的图片都加载进来,duration是动画时长 imageView.image = [UIImage animatedImageNamed:@"xhy" duration:1]; [self.view addSubview:imageView];
初始化不同的鱼,不同的鱼大小不同,移动的速度不同,所以动画时长不一样
//初始化小鱼 git动画时长 - (void)initViewWithType:(FishModelImageViewType)type andDuration:(double)time{ self.fishType = type; switch (type) { case FishModelImageViewTypeXHY://小黄鱼 self.duration = 6.0; self.frame = CGRectMake(-100, 0, 35, 40); //鱼的大小要定义好 self.image = [UIImage animatedImageNamed:@"xhy" duration:time]; break; case FishModelImageViewTypeSBY://石斑鱼 self.duration = 7.0; self.frame = CGRectMake(-100, 0, 50, 50); self.image = [UIImage animatedImageNamed:@"sby" duration:time]; break; case FishModelImageViewTypeHSY://红杉鱼 self.duration = 8.0; self.frame = CGRectMake(-100, 0, 50, 40); self.image = [UIImage animatedImageNamed:@"hsy" duration:time]; break; case FishModelImageViewTypeBWY://斑纹鱼 self.duration = 8.5; self.frame = CGRectMake(-100, 0, 65, 53); self.image = [UIImage animatedImageNamed:@"bwy" duration:time]; break; case FishModelImageViewTypeSHY://珊瑚鱼 self.duration = 9.0; self.frame = CGRectMake(-100, 0, 55, 55); self.image = [UIImage animatedImageNamed:@"shy" duration:time]; break; case FishModelImageViewTypeSY://鲨鱼 self.duration = 11.0; self.frame = CGRectMake(-200, 0, 145, 90); self.image = [UIImage animatedImageNamed:@"sy" duration:time]; break; } }
2、移动的鱼
提供的图片都是头朝左的(见上面的动图),所以从左往右游的话图片需要进行镜像反转
对于鱼是否可以垂钓是用通知进行传递信息的,可垂钓、不可垂钓两种状态
可垂钓:鱼钩沉到鱼塘时受到垂钓通知(将鱼钩底部的坐标传过来),现在鱼可以垂钓,当根据上钩概率等因素判断鱼上钩后,对鱼进行旋转,然后执行上钩动画。动画结束后执行代理。
//初始化可以垂钓的鱼 - (instancetype)initCanCatchFishWithType:(FishModelImageViewType)type andDirection:(FishModelImageViewDirection)dir{ if (self = [super init]){ self.direction = dir; [self initViewWithType:type andDuration:1]; if (dir == FishModelImageViewFromLeft){//从左往右,默认所有的鱼都是从右往左 self.transform = CGAffineTransformMakeScale(-1, 1); //镜像 } [self initFishView]; } return self; } #pragma mark - 可以垂钓的鱼(计时器) - (void)initFishView{ //接收可以垂钓的通知 [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(notificationCanCatch:) name:NotificationFishHookStop object:nil]; //接收不可垂钓的通知 [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(notificationCannotCatch) name:NotificationFishHookMove object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(removeTimer) name:NotificationRemoveFishModelTimer object:nil]; //创建计时器 _linkTimer = [CADisplayLink displayLinkWithTarget:self selector:@selector(fishMove)]; //启动这个link(加入到线程池) [_linkTimer addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; _offsetX = ScreenWidth; _offsetY = 100; _fishWidth = self.frame.size.width; //Y可变高度范围 _randomRange = (int) (YuTangHeight - self.frame.size.height - OffSetYRange); self.speed = (ScreenWidth + _fishWidth)/self.duration;//游动速度 self.changeX = self.speed/60.0;//计时器每秒60次 DLog(@"鱼游动的速度:%f,每次位移:%f", self.speed,self.changeX); }
鱼移动动画和上钩动画
- (void)fishMove{ if (self.direction == FishModelImageViewFromLeft){//从左至右 if (_offsetX > ScreenWidth + _fishWidth){ _offsetY = arc4random()%_randomRange + OffSetYRange; _offsetX = - _fishWidth - _offsetY; } _offsetX+=self.changeX; self.frame = [self resetFrameOrigin:CGPointMake(_offsetX, _offsetY)]; if ([self fishCanBeCatchedWithOffsetX:_offsetX + _fishWidth]){ NSLog(@"钓到从左到右的鱼了:%ld",(long)self.fishType); CGAffineTransform transform = CGAffineTransformIdentity; transform = CGAffineTransformScale(transform, -1, 1);//镜像 transform = CGAffineTransformRotate(transform, M_PI_2);//旋转90度 self.transform = transform; self.frame = [self resetFrameOrigin:CGPointMake(ScreenWidth*2, 0)]; [self fishCatchedMoveUpWithOffsetX:_offsetX + _fishWidth]; _offsetX = ScreenWidth + _fishWidth + 1;//重置起点 _linkTimer.paused = YES;//计时器暂停 } }else {//从右到左 if (_offsetX < -_fishWidth){ _offsetY = arc4random()%_randomRange + OffSetYRange; _offsetX = ScreenWidth + _offsetY; } _offsetX-=self.changeX; self.frame = [self resetFrameOrigin:CGPointMake(_offsetX, _offsetY)]; if ([self fishCanBeCatchedWithOffsetX:_offsetX]){ NSLog(@"钓到从右到左的鱼了:%ld",(long)self.fishType); self.transform = CGAffineTransformMakeRotation(M_PI_2); self.frame = [self resetFrameOrigin:CGPointMake(ScreenWidth*2, 0)]; [self fishCatchedMoveUpWithOffsetX:_offsetX]; _offsetX = -_fishWidth-1;//重置起点 _linkTimer.paused = YES;//计时器暂停 } } }
鱼上钩的概率和赢得的金币个数
//鱼是否可以被钓上来(根据概率计算) - (BOOL)fishCanBeCatchedWithOffsetX:(CGFloat)offsetX{ if (!self.isCanCatch) return NO; if (fabs(offsetX - self.hookX) > self.changeX/2.0) return NO; //判断是否到达了可以垂钓的点 int random = arc4random()%100; //[0,99] DLog(@"random:%d", random); switch (self.fishType) { case FishModelImageViewTypeXHY://小黄鱼 80% 金币2 if (random < 80){ self.moneyCount = 2; return YES; } break; case FishModelImageViewTypeSBY://石斑鱼 50% 金币5 if (random < 50) { self.moneyCount = 5; return YES; } break; case FishModelImageViewTypeHSY://红杉鱼 30% 金币10 if (random < 30) { self.moneyCount = 10; return YES; } break; case FishModelImageViewTypeBWY://斑纹鱼 15% 金币20 if (random < 15) { self.moneyCount = 20; return YES; } break; case FishModelImageViewTypeSHY://珊瑚鱼 5% 金币50 if (random < 5) { self.moneyCount = 50; return YES; } break; case FishModelImageViewTypeSY://鲨鱼 1% 金币100 if (random < 1) { self.moneyCount = 100; return YES; } break; } self.moneyCount = 0; return NO; }
3.被钓到的鱼
初始化被钓到的鱼方法
//初始化钓到的小鱼 - (instancetype)initCatchedFishWithType:(FishModelImageViewType)type andDirection:(FishModelImageViewDirection)dir{ if (self = [super init]){ self.direction = dir; [self initViewWithType:type andDuration:0.5]; //重制x,y坐标, 30为鱼钩的宽度,85为鱼钩的长度 self.x = (30 - self.width)/2.0; self.y = 85 - 6; if (dir == FishModelImageViewFromLeft){//从左往右,默认所有的鱼都是从右往左 CGAffineTransform transform = CGAffineTransformIdentity; transform = CGAffineTransformScale(transform, -1, 1);//镜像 transform = CGAffineTransformRotate(transform, M_PI_2);//旋转90度 self.transform = transform; }else { self.transform = CGAffineTransformMakeRotation(M_PI_2); } } return self; }
当鱼被抓到后,执行上钩动画
//鱼被抓到后往上游 - (void)fishCatchedMoveUpWithOffsetX:(CGFloat) offsetX{ //钩沉到鱼塘的高度为45 //位移动画 CABasicAnimation *ani = [CABasicAnimation animationWithKeyPath:@"position"]; ani.duration = 0.7; if (self.fishType == FishModelImageViewTypeSY){//鲨鱼由于太长,所以不进行上游动画了 ani.fromValue = [NSValue valueWithCGPoint:CGPointMake(offsetX,45 + _fishWidth/2.0)]; ani.toValue = [NSValue valueWithCGPoint:CGPointMake(_hookX, 45 + _fishWidth/2.0)]; }else { ani.fromValue = [NSValue valueWithCGPoint:CGPointMake(offsetX, (_offsetY < 60) ? 45 + _fishWidth/2.0 : _offsetY)];//离钩子近的话则不进行动画 ani.toValue = [NSValue valueWithCGPoint:CGPointMake(_hookX, 45 + _fishWidth/2.0)]; } ani.delegate = self; //设置这两句动画结束会停止在结束位置 [ani setValue:kFishCatchedMoveUpValue forKey:kFishCatchedMoveUpKey]; [self.layer addAnimation:ani forKey:kFishCatchedMoveUpKey]; }
鱼上游动画结束后将翻转的鱼复位,然后执行代理将钓到的鱼通过代理传递出去
#pragma mark - CAAnimationDelegate - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag{ if (flag){ if ([[anim valueForKey:kFishCatchedMoveUpKey] isEqualToString:kFishCatchedMoveUpValue]){//鱼上游 if (self.direction == FishModelImageViewFromLeft){ CGAffineTransform transform = CGAffineTransformIdentity; transform = CGAffineTransformScale(transform, -1, 1);//镜像 transform = CGAffineTransformRotate(transform, 0);//旋转90度 self.transform = transform; }else { self.transform = CGAffineTransformMakeRotation(0); } if ([self.delegate respondsToSelector:@selector(catchTheFishWithType:andDirection:andWinCount:)]){ [self.delegate catchTheFishWithType:self.fishType andDirection:self.direction andWinCount:self.moneyCount]; } } } }
钓鱼View
这是实现界面了,本来是写在VC里的,后来发现也能提取出来,所有就提取出来了,在调用时非常简单,像正常View一样初始化后添加到主View上即可,在viewDidDisappear中讲资源释放掉即可。
- (void)viewDidLoad { [super viewDidLoad]; _fishView = [[FishingView alloc] initWithFrame:self.view.bounds]; [self.view addSubview:_fishView]; } - (void)viewDidDisappear:(BOOL)animated{ [super viewWillDisappear:animated]; [_fishView removeFishViewResource]; }
1.初始化鱼钩
初始化鱼钩
讲鱼钩摆动的角度通过代理传到本界面
#pragma mark - 鱼钩 - (void)initHookView{ _fishHookView = [[FishHookView alloc] initWithFrame:CGRectMake((ScreenWidth - 30)/2.0, 5, 30, 85)]; __weak typeof (self) weakSelf = self; _fishHookView.angleBlock = ^(CGFloat angle) { weakSelf.angle = angle; }; [self addSubview:_fishHookView]; UIImageView *yuGanImageView = [[UIImageView alloc] initWithFrame:CGRectMake(ScreenWidth/2.0 - 2, 0, ScreenWidth/2.0, 50)]; yuGanImageView.image = [UIImage imageNamed:@"fish_gan_tong"]; [self addSubview:yuGanImageView]; }
下钩动画:鱼塘增加了点击手势,点击后执行钓鱼动作,暂停鱼钩摆动计时器,下钩动画结束后发送通知高速鱼模块可以上钩了,并将鱼钩的底部中心坐标传递过去,鱼线用CAShapeLayer绘制,并执行strokeEnd动画
//钓鱼动作 - (void)fishBtnAction{ if (self.fishHookState != FishHookStateShake) return; //不是摇摆状态不可出杆 [self.fishHookView hookTimerPause];//暂停鱼钩的计时器 double degree = _angle*180/M_PI;//度数 double rate = tan(_angle);//比列 DLog(@"degree:%f---rate:%f",degree,rate); //计算出来线终点x的位置 , 钩到水里的深度不变,即y是固定的 _lineOffsetX = ScreenWidth/2.0 - (FishLineHeigth)*rate; //钩子底部xy值 _hookBottomX = ScreenWidth/2.0 - (FishLineHeigth + FishHookHeight)*rate; _hookBottomY = FishLineHeigth + FishHookHeight; //动画时间 double aniDuration = [self hookOutOfRiver] ? 0.5 : 1; //绘制路径 UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(ScreenWidth/2.0 ,5)]; [path addLineToPoint:CGPointMake(_lineOffsetX, FishLineHeigth)]; //图形设置 _linePathLayer = [CAShapeLayer layer]; _linePathLayer.frame = self.bounds; _linePathLayer.path = path.CGPath; _linePathLayer.strokeColor = [HEXCOLOR(0x9e664a) CGColor]; _linePathLayer.fillColor = nil; _linePathLayer.lineWidth = 3.0f; _linePathLayer.lineJoin = kCALineJoinBevel; [self.layer addSublayer:_linePathLayer]; //下钩动画 CAKeyframeAnimation *ani = [CAKeyframeAnimation animationWithKeyPath:@"strokeEnd"]; ani.duration = aniDuration; ani.values = @[@0,@0.8,@1]; ani.keyTimes = @[@0,@0.6,@1]; ani.delegate = self; [ani setValue:kLineDownAnimationValue forKey:kLineDownAnimationKey]; [_linePathLayer addAnimation:ani forKey:kLineDownAnimationKey]; //位移动画 _hookAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; //移动路径 CGFloat tempOffsetX = ScreenWidth/2.0 - (FishLineHeigth*0.8)*rate; NSValue *p1 = [NSValue valueWithCGPoint:CGPointMake(ScreenWidth/2.0 ,5)]; NSValue *p2 = [NSValue valueWithCGPoint:CGPointMake(tempOffsetX, FishLineHeigth*0.8)]; NSValue *p3 = [NSValue valueWithCGPoint:CGPointMake(_lineOffsetX, FishLineHeigth)]; _hookAnimation.duration = aniDuration; _hookAnimation.values = @[p1,p2,p3]; _hookAnimation.keyTimes = @[@0,@0.7,@1];//动画分段时间 //设置这两句动画结束会停止在结束位置 _hookAnimation.removedOnCompletion = NO; _hookAnimation.fillMode=kCAFillModeForwards; [_fishHookView.layer addAnimation:_hookAnimation forKey:@"goukey"]; }
钓鱼动作:下钩动画结束后计时器打开,执行此方法;倒计时为最后一秒时鱼不可上钩(鱼上钩动画0.7s,要留上钩动画的时间);计时器为0时发送不可垂钓通知告诉鱼模块不可上钩了,并执行上钩动画。
//钩子停在底部 - (void)hookStop:(NSTimer *)timer{ _stopDuration-=1; //最后一秒不可上钩 if (_stopDuration == 1){ //发送不可垂钓的通知 self.fishHookState = FishHookStateUp; [[NSNotificationCenter defaultCenter] postNotificationName:NotificationFishHookMove object:nil]; } if (_stopDuration <= 0){ //关闭计时器 [timer setFireDate:[NSDate distantFuture]]; UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(_lineOffsetX, FishLineHeigth)]; [path addLineToPoint:CGPointMake(ScreenWidth/2.0 ,5)]; _linePathLayer.path = path.CGPath; //动画时间 double aniDuration = [self hookOutOfRiver] ? 0.5 : 1; //上钩 CABasicAnimation *ani = [CABasicAnimation animationWithKeyPath:@"strokeStart"]; ani.duration = aniDuration; ani.fromValue = [NSNumber numberWithFloat:0]; ani.toValue = [NSNumber numberWithFloat:1]; ani.delegate = self; ani.removedOnCompletion = NO; ani.fillMode=kCAFillModeForwards; [ani setValue:kLineUpAnimationValue forKey:kLineUpAnimationKey]; [_linePathLayer addAnimation:ani forKey:kLineUpAnimationKey]; [_fishHookView.layer removeAllAnimations]; NSValue *p1 = [NSValue valueWithCGPoint:CGPointMake(ScreenWidth/2.0 ,5)]; NSValue *p2 = [NSValue valueWithCGPoint:CGPointMake(_lineOffsetX, FishLineHeigth)]; _hookAnimation.duration = aniDuration; _hookAnimation.values = @[p2,p1]; _hookAnimation.keyTimes = @[@0,@1]; [_fishHookView.layer addAnimation:_hookAnimation forKey:@"goukey"]; } }
金币动画&加分动画
下钩动画开始,总金币减少10个
上钩动画开始,发送不可垂钓通知,鱼钩状态为上钩状态
如果有捉到鱼(根据鱼模块代理是否执行判断是否捉到),执行金币动画和加分动画
下钩动画结束,发送可以垂钓的通知给鱼模块,并将鱼钩坐标传递过去,开启上钩的计时器
上钩动画结束,更改鱼钩状态,移除一些View,鱼钩继续摆动
#pragma mark - CAAnimationDelegate 动画代理 //动画开始 - (void)animationDidStart:(CAAnimation *)anim{ //下钩动画开始 if ([[anim valueForKey:kLineDownAnimationKey] isEqualToString:kLineDownAnimationValue]){ self.fishHookState = FishHookStateDown;//下钩状态 //钱数 self.moneyLabel.text = [NSString stringWithFormat:@"%d", _totalMoney-=10]; self.winMoney = 0; }else if ([[anim valueForKey:kLineUpAnimationKey] isEqualToString:kLineUpAnimationValue]){//上钩动画开始 self.fishHookState = FishHookStateUp;//上钩状态 [[NSNotificationCenter defaultCenter] postNotificationName:NotificationFishHookMove object:nil]; } if (self.isCatched){//钓到鱼后落金币 HHShootButton *button = [[HHShootButton alloc] initWithFrame:CGRectMake(_lineOffsetX, 0, 10, 10) andEndPoint:CGPointMake(10, 200)]; button.setting.iconImage = [UIImage imageNamed:@"coin"]; button.setting.animationType = ShootButtonAnimationTypeLine; [self.bgImageView addSubview:button]; [self bringSubviewToFront:button]; [button startAnimation]; HHWinMoneyLabel *winLabel = [[HHWinMoneyLabel alloc] initWithFrame:CGRectMake(_lineOffsetX - 100/2, ScreenFullHeight - FishSeaHeight, 100, 30)]; winLabel.text = [NSString stringWithFormat:@"+%d",_winMoney]; [self addSubview:winLabel]; self.isCatched = !self.isCatched; //金币总数 self.moneyLabel.text = [NSString stringWithFormat:@"%d", _totalMoney+=self.winMoney]; } } //动画结束 - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag{ if (flag){ if ([[anim valueForKey:kLineDownAnimationKey] isEqualToString:kLineDownAnimationValue]){//下钩动画结束 self.fishHookState = FishHookStateStop;//垂钓状态 //钩的位置 NSDictionary *dic = @{@"offsetX":[NSString stringWithFormat:@"%.2f",_hookBottomX],@"offsetY":[NSString stringWithFormat:@"%.2f",_hookBottomY]}; //发送可以垂钓的通知,钩的位置传过去 [[NSNotificationCenter defaultCenter] postNotificationName:NotificationFishHookStop object:nil userInfo:dic]; _stopDuration = [self hookOutOfRiver] ? 1 : arc4random()%3 + 3; //默认时间[3,5),抛到岸上1s //开启上钩定时器 [_fishTimer setFireDate:[NSDate distantPast]]; }else if ([[anim valueForKey:kLineUpAnimationKey] isEqualToString:kLineUpAnimationValue]){//上钩动画结束 self.fishHookState = FishHookStateShake;//摇摆状态 [_linePathLayer removeFromSuperlayer]; [_fishHookView hoolTimerGoOn];//鱼钩计时器继续 _catchedHeight = 0; //移除钓上来的鱼 [self removeTheCatchedFishes]; } } }
鱼模块的代理方法
创建一个被钓到的鱼,加在鱼钩上,这样便可和鱼钩一起执行上钩动画了
#pragma mark - FishModelImageViewDelegate 钓到鱼后的代理 - (void)catchTheFishWithType:(FishModelImageViewType)type andDirection:(FishModelImageViewDirection)dir andWinCount:(int)count{ self.isCatched = YES; FishModelImageView *fishImageView = [[FishModelImageView alloc] initCatchedFishWithType:type andDirection:dir]; [self.fishHookView addSubview:fishImageView]; fishImageView.y = fishImageView.y + _catchedHeight; _catchedHeight += 8;//每钓到一个y坐标往下移 //赢得钱数 self.winMoney += count; }
2.初始化鱼塘
简单的创建鱼背景并添加点击手势
3.初始化鱼
通过for循环可以创建出多个某种鱼
//小黄鱼 for (int i = 0; i < 8; i++){ FishModelImageView *model1 = [[FishModelImageView alloc] initCanCatchFishWithType:FishModelImageViewTypeXHY andDirection: (i%2 == 0) ? FishModelImageViewFromRight : FishModelImageViewFromLeft]; model1.delegate = self; [self.bgImageView addSubview:model1]; }
4.资源移除
由于计时器不销毁会造成循环引用,导致内存泄漏,所以必须手动移除他,还有动画如果执行了代理,并且设置了结束后停留在结束位置,也会得不到释放,所以都要手动释放资源
- (void)removeFishViewResource{ //解决鱼钩上钩动画循环引用的问题 _linePathLayer = nil; //钓鱼计时器关闭 [_fishTimer invalidate]; _fishTimer = nil; //释放鱼钩的计时器 [self.fishHookView hoolTimerInvalidate]; //发送通知释放小鱼资源 [[NSNotificationCenter defaultCenter] postNotificationName:NotificationRemoveFishModelTimer object:nil]; }
总结
至此,本游戏已经完成了,写的比较多,也比较乱,有什么不好的地方欢迎批评指正,希望对大伙有所帮助吧,本demo地址【https://github.com/Ccalary/FishingGame】
最后
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