iOS CAEmitterLayer 实现粒子发射动画效果

iOS CAEmitterLayer 实现粒子发射动画效果

效果图

Emitter.gif

代码已上传 GitHub:https://github.com/Silence-GitHub/CoreAnimationDemo

动画效果用 CAEmitterLayer 实现。CAEmitterLayer 显示粒子发射动画,具体的粒子由 CAEmitterCell 封装。代码示例是展示 CAEmitterLayer 如何使用。为了方便,直接在控制器(UIViewController)中设置 CAEmitterLayer。如果在项目中使用,有时在自定义视图(UIView)中加入 CAEmitterLayer 比较合理,例如自定义点赞按钮,可以精简控制器的代码。

下雨动画效果

这里的雨匀速下落,雨的密度逐渐变化。

给控制器添加类型为 CAEmitterLayer 的属性 rainLayer,在 viewDidLoad 方法中对此属性进行初始化

private var rainLayer: CAEmitterLayer!

private func setupRainLayer() {
    // 粒子发射图层
    rainLayer = CAEmitterLayer()
    // 发射器形状为线形,默认发射方向向上
    rainLayer.emitterShape = kCAEmitterLayerLine
    // 从发射器的轮廓发射粒子
    rainLayer.emitterMode = kCAEmitterLayerOutline
    // 优先渲染旧的粒子
    rainLayer.renderMode = kCAEmitterLayerOldestFirst
    // 发射位置
    // 对于线形发射器,线的两端点分别为
    // (emitterPosition.x - emitterSize.width/2, emitterPosition.y, emitterZPosition)和
    // (emitterPosition.x + emitterSize.width/2, emitterPosition.y, emitterZPosition)
    rainLayer.emitterPosition = CGPoint(x: view.bounds.midX, y: 0)
    // 发射器大小
    rainLayer.emitterSize = CGSize(width: view.bounds.width, height: 0)
    // 粒子生成速率的倍数,一开始不发射,设置为零
    rainLayer.birthRate = 0
    
    // 发射的粒子
    let cell = CAEmitterCell()
    // 粒子显示的内容,设置CGImage,显示图片
    cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
    // 粒子缩放倍数
    cell.scale = 0.1
    // 粒子寿命,单位是秒
    cell.lifetime = 5
    // 粒子生成速率,单位是个/秒,实际显示效果要乘以CAEmitterLayer的birthRate
    cell.birthRate = 1000
    // 粒子速度
    cell.velocity = 500
    // 粒子发射角度,正值表示顺时针方向
    cell.emissionLongitude = CGFloat.pi
    
    // 图层要发射1种粒子
    rainLayer.emitterCells = [cell]
    // 添加粒子发射图层
    view.layer.addSublayer(rainLayer)
}

点击按钮开始或停止动画。用 CABasicAnimation 使粒子生成速率的倍数渐变,达到雨逐渐变大或变小的效果

@IBAction func rainButtonClicked(_ sender: UIButton) {
    // 连续调用此方法会影响雨变大或变小的连贯性,所以禁止连续点击按钮
    sender.isUserInteractionEnabled = false
    //  粒子生成速率渐变动画
    let birthRateAnimation = CABasicAnimation(keyPath: "birthRate")
    birthRateAnimation.duration = 3
    if rainLayer.birthRate == 0 {
        // 雨变大
        birthRateAnimation.fromValue = 0
        birthRateAnimation.toValue = 1
        rainLayer.birthRate = 1
    } else {
        // 雨变小
        birthRateAnimation.fromValue = 1
        birthRateAnimation.toValue = 0
        rainLayer.birthRate = 0
    }
    // 加入动画
    rainLayer.add(birthRateAnimation, forKey: "birthRate")
    // 动画时长过后恢复按钮可点击状态
    DispatchQueue.main.asyncAfter(deadline: .now() + birthRateAnimation.duration) { [weak self] in
        guard self != nil else { return }
        sender.isUserInteractionEnabled = true
    }
}

发射一圈粒子动画效果

给控制器添加类型为 CAEmitterLayer 的属性 centerHeartLayer,在 viewDidLoad 方法中对此属性进行初始化

private var centerHeartLayer: CAEmitterLayer!

private func setupCenterHeartLayer() {
    centerHeartLayer = CAEmitterLayer()
    // 发射器形状为圆形,默认向四周发射粒子
    centerHeartLayer.emitterShape = kCAEmitterLayerCircle
    centerHeartLayer.emitterMode = kCAEmitterLayerOutline
    centerHeartLayer.renderMode = kCAEmitterLayerOldestFirst
    // 发射器位置
    // 对于圆形发射器
    // 圆心位于(emitterPosition.x, emitterPosition.y, emitterZPosition)
    // 半径为emitterSize.width
    centerHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX, y: view.bounds.midY)
    centerHeartLayer.emitterSize = centerHeartButton.frame.size
    centerHeartLayer.birthRate = 0
    
    let cell = CAEmitterCell()
    cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
    cell.lifetime = 1
    cell.birthRate = 2000
    cell.scale = 0.05
    // 粒子缩放倍数每秒减小0.02,粒子逐渐缩小
    cell.scaleSpeed = -0.02
    // 粒子透明度每秒减小1,粒子逐渐变透明
    cell.alphaSpeed = -1
    cell.velocity = 30
    
    centerHeartLayer.emitterCells = [cell]
    view.layer.addSublayer(centerHeartLayer)
}

点击按钮开始动画

@IBAction func centerHeartButtonClicked(_ sender: UIButton) {
    sender.isUserInteractionEnabled = false
    // 设置动画开始时间,否则会有太多粒子
    centerHeartLayer.beginTime = CACurrentMediaTime()
    // 开始生成粒子
    centerHeartLayer.birthRate = 1
    // 一段时间后停止生成粒子
    DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { [weak self] in
        guard let strongSelf = self else { return }
        strongSelf.centerHeartLayer.birthRate = 0
    }
    DispatchQueue.main.asyncAfter(deadline: .now() + 1) { [weak self] in
        guard self != nil else { return }
        sender.isUserInteractionEnabled = true
    }
}

向上发射一个粒子动画效果

给控制器添加类型为 CAEmitterLayer 的属性 leftHeartLayer,在 viewDidLoad 方法中对此属性进行初始化

private var leftHeartLayer: CAEmitterLayer!

private func setupLeftHeartLayer() {
    leftHeartLayer = CAEmitterLayer()
    // 点状发射器,默认发射方向向右
    // 这句可以省略,点状是默认值
    leftHeartLayer.emitterShape = kCAEmitterLayerPoint
    // 从发射器中的一点发射粒子
    // 这句可以省略,是默认值
    leftHeartLayer.emitterMode = kCAEmitterLayerVolume
    leftHeartLayer.renderMode = kCAEmitterLayerOldestFirst
    // 发射器位置
    // 对于点状发射器,发射点在(emitterPosition.x, emitterPosition.y, emitterZPosition)
    leftHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX * 0.5, y: view.bounds.midY)
    leftHeartLayer.birthRate = 0
    
    let cell = CAEmitterCell()
    cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
    cell.scale = 0.5
    cell.lifetime = 1
    // 1秒发射1个粒子
    cell.birthRate = 1
    cell.alphaSpeed = -1
    cell.velocity = 50
    cell.emissionLongitude = -CGFloat.pi / 2
    
    leftHeartLayer.emitterCells = [cell]
    view.layer.addSublayer(leftHeartLayer)
}

点击按钮开始动画

@IBAction func leftHeartButtonClicked(_ sender: UIButton) {
    sender.isUserInteractionEnabled = false
    // 从上1秒开始动画,使按钮点击后立即发射粒子
    leftHeartLayer.beginTime = CACurrentMediaTime() - 1
    leftHeartLayer.birthRate = 1
    DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { [weak self] in
        guard let strongSelf = self else { return }
        strongSelf.leftHeartLayer.birthRate = 0
    }
    DispatchQueue.main.asyncAfter(deadline: .now() + 1) { [weak self] in
        guard self != nil else { return }
        sender.isUserInteractionEnabled = true
    }
}

向上发射几个粒子动画效果

给控制器添加类型为 CAEmitterLayer 的属性 rightHeartLayer,在 viewDidLoad 方法中对此属性进行初始化

private var rightHeartLayer: CAEmitterLayer!

private func setupRightHeartLayer() {
    rightHeartLayer = CAEmitterLayer()
    rightHeartLayer.renderMode = kCAEmitterLayerOldestFirst
    rightHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX * 1.5, y: view.bounds.midY)
    rightHeartLayer.birthRate = 0
    
    let cell = CAEmitterCell()
    cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
    cell.scale = 0.5
    cell.lifetime = 1
    cell.birthRate = 5
    cell.alphaSpeed = -1
    cell.velocity = 50
    cell.emissionLongitude = -CGFloat.pi / 2
    // 粒子发射角度的变化范围
    cell.emissionRange = CGFloat.pi / 4
    
    rightHeartLayer.emitterCells = [cell]
    view.layer.addSublayer(rightHeartLayer)
}

点击按钮开始动画

@IBAction func rightHeartButtonClicked(_ sender: UIButton) {
    sender.isUserInteractionEnabled = false
    // 1秒发射5个粒子,0.2秒发射1个粒子,从上0.2秒开始动画,使按钮点击后立即发射粒子
    rightHeartLayer.beginTime = CACurrentMediaTime() - 0.2
    rightHeartLayer.birthRate = 1
    DispatchQueue.main.asyncAfter(deadline: .now() + 0.8) { [weak self] in
        guard let strongSelf = self else { return }
        strongSelf.rightHeartLayer.birthRate = 0
    }
    DispatchQueue.main.asyncAfter(deadline: .now() + 1.6) { [weak self] in
        guard self != nil else { return }
        sender.isUserInteractionEnabled = true
    }
}

抛物线粒子动画效果

实现抛物线动画需要给粒子加上重力加速度。此外,这里还加入粒子旋转效果,同时发射两种粒子。

给控制器添加类型为 CAEmitterLayer 的属性 gravityLayer,在 viewDidLoad 方法中对此属性进行初始化

private var gravityLayer: CAEmitterLayer!

private func setupGravityLayer() {
    gravityLayer = CAEmitterLayer()
    gravityLayer.renderMode = kCAEmitterLayerOldestFirst
    gravityLayer.emitterPosition = CGPoint(x: 0, y: view.bounds.maxY)
    gravityLayer.birthRate = 0
    
    let cell = CAEmitterCell()
    cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
    cell.scale = 0.5
    cell.lifetime = 10
    cell.alphaSpeed = -0.1
    cell.birthRate = 10
    cell.velocity = 100
    // y轴方法的加速度,模拟重力加速度
    cell.yAcceleration = 20
    cell.emissionLongitude = -CGFloat.pi / 4
    cell.emissionRange = CGFloat.pi / 4
    // 粒子旋转角速度,单位是弧度/秒,正值表示顺时针旋转
    // 这句可以省略,默认值是零
    cell.spin = 0
    // 粒子旋转角速度变化范围
    cell.spinRange = CGFloat.pi * 2
    
    let cell2 = CAEmitterCell()
    cell2.contents = #imageLiteral(resourceName: "Heart_blue").cgImage
    cell2.scale = 0.3
    cell2.lifetime = 20
    cell2.alphaSpeed = -0.05
    cell2.birthRate = 5
    cell2.velocity = 135
    cell2.yAcceleration = 20
    cell2.emissionLongitude = -CGFloat.pi / 4
    cell2.emissionRange = CGFloat.pi / 4
    cell2.spin = 0
    cell2.spinRange = CGFloat.pi * 2
    
    // 图层要发射2种粒子
    gravityLayer.emitterCells = [cell, cell2]
    view.layer.addSublayer(gravityLayer)
}

点击开始或停止动画

@IBAction func gravityButtonClicked(_ sender: UIButton) {
    if gravityLayer.birthRate == 0 {
        gravityLayer.beginTime = CACurrentMediaTime()
        gravityLayer.birthRate = 1
    } else {
        gravityLayer.birthRate = 0
    }
}

以上是动画的实现方法,代码已上传 GitHub:https://github.com/Silence-GitHub/CoreAnimationDemo

转载请注明出处:http://www.cnblogs.com/silence-cnblogs/p/6971533.html

转载于:https://www.cnblogs.com/silence-cnblogs/p/6971533.html

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值