使用UIBezierPath的多个UIView动画

DSh*_*hah 5 animation objective-c calayer uiview ios

我有以下屏幕:

在此输入图像描述

当我单击"获取更多"按钮时,它将添加新的圆形按钮.我在添加了UIView所有圆形按钮的位置添加了Pan Gesture,然后UIBezierPath仅从圆形按钮中绘制一个.到目前为止,一切正常.

现在,我想要以下内容:

  1. 我有一个UIView名为playGroundView的父级,它包含所有的圆形按钮.这将为所有这些按钮绘制Bezier路径.
  2. 为所有按钮绘制Bezier路径后,单击"移动按钮"以立即为所有圆形按钮设置动画.
  3. 有一次,所有按钮都在Bezier路径的终点移动,然后我可以再次绘制Bezier路径(为圆形按钮添加更多步骤)连接到相同按钮的相同路径.
  4. 在此之后,"最终移动"按钮将同时为同一个按钮设置整体动画.

请参阅PlayGround UIView子类的下面代码:

@interface PlayGroundView : UIView
@property (nonatomic, weak) PlayGroundViewController *playViewController;
@end

#import "PlayGroundView.h"
#import "RoundedButton.h"
#import "PlayGroundViewController.h"

@interface PlayGroundView () {
    UIBezierPath *path;
    BOOL isDrawPointInside;
}

@end

@implementation PlayGroundView

#pragma mark - View Methods -
- (id)initWithCoder:(NSCoder *)aDecoder {
    if (self = [super initWithCoder:aDecoder])
        [self commonInit];
    return self;
}

- (id)initWithFrame:(CGRect)frame {
    if (self = [super initWithFrame:frame])
        [self commonInit];
    return self;
}

- (void)drawRect:(CGRect)rect {
    [[UIColor redColor] setStroke];
    [path stroke];
}

#pragma mark - Action Methods -
- (void)pan:(UIPanGestureRecognizer *)pan {
    CGPoint currentPoint = [pan locationInView:self];
    //    NSLog(@"currentPoint: %@", NSStringFromCGPoint(currentPoint));
    if (pan.state == UIGestureRecognizerStateBegan) {
        NSMutableArray *buttonAry = [NSMutableArray array];
        buttonAry = self.playViewController.rBtnOpponentPlayerList;
        [buttonAry addObjectsFromArray:self.playViewController.rBtnPlayerList];
        for (int i=0; i<buttonAry.count; i++) {
            UIButton *btn = [buttonAry objectAtIndex:i];
            CGRect nearByRect = CGRectMake(btn.frame.origin.x - 20, btn.frame.origin.y - 20, btn.frame.size.width + 40, btn.frame.size.height + 40);
            if (CGRectContainsPoint(nearByRect, currentPoint)) {
                isDrawPointInside = YES;
                [path moveToPoint:btn.center];
                //                NSLog(@"point is inside....");
            }
        }
    }
    if (pan.state == UIGestureRecognizerStateChanged) {
        if (isDrawPointInside) {
            [path addLineToPoint:currentPoint];
            [self setNeedsDisplay];
        }
    }

    if (pan.state == UIGestureRecognizerStateEnded) {
        isDrawPointInside = NO;
        //        NSLog(@"pan ended");
    }
}

#pragma mark - Helper Methods -
- (void)commonInit {
    path = [UIBezierPath bezierPath];
    path.lineWidth = 3.0;

    // Capture touches
    UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)];
    pan.maximumNumberOfTouches = pan.minimumNumberOfTouches = 1;
    [self addGestureRecognizer:pan];

    // Erase with long press
    [self addGestureRecognizer:[[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(erase)]];
}

- (void)erase {
    path = [UIBezierPath bezierPath];
    path.lineWidth = 3.0;

    [self setNeedsDisplay];
}

@end
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我仍然无法管理所有圆形按钮状态.让我知道在移动时管理圆形按钮的所有步骤的最佳方法.

我提到过:http://nachbaur.com/blog/core-animation-part-4

我的完整演示代码可从以下网址获得:https://www.dropbox.com/s/f0ri0bff8ioxtpz/FreeHandDrawingDemo%202.zip?dl=0

DSh*_*hah 0

为了实现这一点,我使用了 UIBezierPath+Points 类。除此之外,在我的代码中使用了以下类和逻辑:

在PlayGroundView中,我编辑了drawRect方法中的代码,其余代码是相同的:

- (void)drawRect:(CGRect)rect {
    [[UIColor redColor] setStroke];
    for (int i=0; i<[self subviews].count; i++) {
        RoundButton *tmpPlayerButton = [self.subviews objectAtIndex:i];
        for (UIBezierPath *bezierPath in tmpPlayerButton.allPathsOfPlayer) {
            [bezierPath strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];
        }
    }
    [path stroke];
}
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在我的 ViewController 类中,在“获取更多按钮”中,下面的代码如下:

- (IBAction)getBallPressed:(id)sender {
    [self moveBalls];

//    self.playView.viewController = self;

    int xPos = self.view.frame.size.width-30;
    int yPos = self.view.frame.size.height-30;
    int btnXPos = arc4random_uniform(xPos);
    int btnYPos = arc4random_uniform(yPos);

    RoundButton *newButton = [[RoundButton alloc] initWithFrame:CGRectMake(btnXPos, btnYPos, 30, 30)];
    [newButton setBackgroundColor:[UIColor redColor]];
    newButton.layer.cornerRadius = newButton.frame.size.height/2;
    [newButton setTitle:[self randomStringWithLength:1] forState:UIControlStateNormal];

    UILongPressGestureRecognizer *longGesture = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(longGestureRecognized:)];
    [newButton addGestureRecognizer:longGesture];

    [self.playView.playerArray addObject:newButton];
    [self.playView addSubview:newButton];
}

- (void)moveBalls {
    for (int i=0; i<[self.playView subviews].count; i++) {
        RoundButton *playerButton = [self.playView.subviews objectAtIndex:i];
        if (playerButton.isEditPath) {
            id point = [[[playerButton.allPathsOfPlayer lastObject] points] lastObject];
            CGPoint lastPoint = [point CGPointValue];
            NSLog(@"lastPoint: %@", NSStringFromCGPoint(lastPoint));
            [playerButton setCenter:lastPoint];
        }
    }
}
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在“移动按钮”中,下面的代码使我可以同时移动所有圆形按钮,这是我的确切要求:

- (void)playAnimation {
    for (int i=0; i<self.playView.subviews.count; i++) {
        //Prepare the animation - we use keyframe animation for animations of this complexity
        CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        //Set some variables on the animation
        pathAnimation.calculationMode = kCAAnimationPaced;

        //We want the animation to persist - not so important in this case - but kept for clarity
        //If we animated something from left to right - and we wanted it to stay in the new position,
        //then we would need these parameters
        pathAnimation.fillMode = kCAFillModeForwards;
        pathAnimation.removedOnCompletion = NO;
        pathAnimation.duration = 2.0;
        pathAnimation.repeatCount = 0;

        RoundButton *tmpRoundButton;
        UIBezierPath *path;

        tmpRoundButton = [self.playView.subviews objectAtIndex:i];

        for (int j=0; j<tmpRoundButton.allPathsOfPlayer.count; j++) {
            if (path)
                [path appendPath:[tmpRoundButton.allPathsOfPlayer objectAtIndex:j]];
            else
                path = [tmpRoundButton.allPathsOfPlayer objectAtIndex:j];

            //Now we have the path, we tell the animation we want to use this path - then we release the path
            pathAnimation.path = [path CGPath];
            [tmpRoundButton.layer addAnimation:pathAnimation forKey:@"moveTheSquare"];
        }
        [path moveToPoint:[[[path points] firstObject] CGPointValue]];
    }
    [self.playView setNeedsDisplay];
}
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