iOS 动画实战之钓鱼小游戏
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。
钓鱼游戏.gif
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。
动态.gif
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 = http://www.gunmi.cn/v/[NSValue valueWithCGPoint:CGPointMake(offsetX,45 + _fishWidth/2.0)];
ani.toValue = http://www.gunmi.cn/v/[NSValue valueWithCGPoint:CGPointMake(_hookX, 45 + _fishWidth/2.0)];
}else {
ani.fromValue = http://www.gunmi.cn/v/[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 = http://www.gunmi.cn/v/[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];
}
}
}
}
金币动画&&加分动画
金币动画可以参考我的这篇文章:iOS 金币入袋(收金币)动画
加分动画比较简单,一个位移加透明度的组合动画实现,具体可看代码
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 = http://www.gunmi.cn/v/[NSNumber numberWithFloat:0];
ani.toValue = http://www.gunmi.cn/v/[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地址传送门。
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