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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

gif动画效果不太明显,请下载代码运行查看真实效果

image

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, width: 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)

鉴于还有部分童鞋还在OC上开发,其他相关库附上链接,希望可以帮到你: 文件缓存:DDGDataCache_OC

图片截屏库:https://github.com/dudongge/DDGScreenShot

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