iOS 动画实战之钓鱼小游戏

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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 = [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】



  • 来自: calary

  • 链接:http://www.jianshu.com/p/e6d102a46876

  • 程序员大咖整理发布,转载请联系作者获得授权

【点击成为Python大神】

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