#import "ViewController.h"
@interface ViewController ()<UIDynamicAnimatorDelegate,UICollisionBehaviorDelegate>
{
UIDynamicAnimator *animator;
UIView *view;
UIView *view2;
}
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// UIDynamicAnimator
/*
UIDynamic是从ios7开始引入的一种新技术 属于UIKit框架 可以模拟现实生活中的物理现象 如碰撞 抖动 摆动 等
动力效果:如动吉他,电吉他有效果器 可以添加各种电子效果
动力效果也有一个效果器,叫做动力效果器,里面可以添加动力效果
电吉他可以叠加多个效果 动力效果也是一样
动力效果的使用步骤:
1、创建动力效果器(UIDynamicAnimator)
2、创建动力效果(Behavior)添加到对应的视图上
3、将动力效果添加到动力效果器中开始动力效果
再是用动力效果的时候必须遵守UIDynamicItem这个协议才可以使用动力效果
UIView默认遵守了UIDynamicItem协议
UIDynamic提供的动力效果
UIGravityBehavior:重力效果
UICollisionBehavior:碰撞效果
UIDynamicItemBehavior:动力元素效果
UIPushBehavior:推动效果
UISnapBehavior:迅速移动效果
UIAttachmentBehavior:附着效果
都继承自UIDynamicBehavior
动力效果器:UIDynamicAnimator
可以把UIDynamicAnimator看做动力效果的容器 它制定了动力效果的有效范围
在初始化的时候可以指定他的有效范围
- (instancetype)initWithReferenceView:(UIView*)view;
作用在哪一个view上 哪一个view就是他产生动力效果的有效范围
既然是容器 他还可以添加移除 动力效果
- (void)addBehavior:(UIDynamicBehavior *)behavior; 添加动力效果
- (void)removeBehavior:(UIDynamicBehavior *)behavior; 移除动力效果
- (void)removeAllBehaviors; 移除之前添加过的所有动力效果
动力效果器常用的属性
@property (nonatomic, readonly) UIView* referenceView;作用的区域
@property (nonatomic, readonly, copy) NSArray* behaviors;添加到效果器中的所有效果
@property (nonatomic, readonly, getter = isRunning) BOOL running;是否正在进行
@property (nonatomic, assign) id <UIDynamicAnimatorDelegate> delegate;可以检测开始暂停
- (void)dynamicAnimatorWillResume:(UIDynamicAnimator*)animator;
- (void)dynamicAnimatorDidPause:(UIDynamicAnimator*)animator;
*/
animator = [[UIDynamicAnimator alloc]initWithReferenceView:self.view];
// self.view是产生动力效果的区域
animator.delegate = self;
view = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 100, 100)];
view.layer.cornerRadius = 50;
view.backgroundColor = [UIColor colorWithRed:0.345 green:1.000 blue:0.391 alpha:1.000];
[self.view addSubview:view];
view2 = [[UIView alloc]initWithFrame:CGRectMake(50, 200, 100, 100)];
view2.layer.cornerRadius = 50;
view2.backgroundColor = [UIColor colorWithRed:1.000 green:0.282 blue:0.298 alpha:1.000];
[self.view addSubview:view2];
/*
碰撞效果 UICollisionBehavior
可以让物体之间实现碰撞效果
也可以通过添加边界(boundary)在边界实现碰撞效果
边界相关的方法
- (void)addBoundaryWithIdentifier:(id <NSCopying>)identifier forPath:(UIBezierPath*)bezierPath; 添加一个贝塞尔曲线路径的边界
- (void)addBoundaryWithIdentifier:(id <NSCopying>)identifier fromPoint:(CGPoint)p1 toPoint:(CGPoint)p2; 通过添加两个点连成的线 作为边界
- (UIBezierPath*)boundaryWithIdentifier:(id <NSCopying>)identifier; 通过ID找到边界路径
- (void)removeBoundaryWithIdentifier:(id <NSCopying>)identifier; 移除ID对应的边界
@property (nonatomic, readonly, copy) NSArray* boundaryIdentifiers; 边界数组
- (void)removeAllBoundaries;移除所有边界
碰撞的方式
typedef NS_OPTIONS(NSUInteger, UICollisionBehaviorMode) {
UICollisionBehaviorModeItems = 1 << 0,元素碰撞
UICollisionBehaviorModeBoundaries = 1 << 1,边界碰撞
UICollisionBehaviorModeEverything = NSUIntegerMax 全体碰撞
} NS_ENUM_AVAILABLE_IOS(7_0);
// 视图碰撞边界的时候 触发
- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier atPoint:(CGPoint)p;
- (void)collisionBehavior:(UICollisionBehavior*)behavior endedContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier;
//两个元素相互碰撞
- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2 atPoint:(CGPoint)p;
- (void)collisionBehavior:(UICollisionBehavior*)behavior endedContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2;
*/
}
#pragma mark 动力效果器的代理方法
//启动
- (void)dynamicAnimatorWillResume:(UIDynamicAnimator*)animator{
}
//暂停
- (void)dynamicAnimatorDidPause:(UIDynamicAnimator*)animator{
}
#pragma mark 手指触摸屏幕添加动力效果
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
view.center = touchPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
#pragma mark 重力效果
// 把之前添加过的重力效果移除
[animator removeAllBehaviors];
// 初始化重力效果
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc]initWithItems:@[view]];
// 设置掉落方向
gravityBehavior.gravityDirection = CGVectorMake(0, 1);
// 设置加速度 数值越大 碰撞效果越大
gravityBehavior.magnitude = 1;
// 添加到效果器里面
[animator addBehavior:gravityBehavior];
#pragma mark 碰撞效果
/*
// 初始化碰撞效果的对象 ,并给View添加碰撞的效果
UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc]initWithItems:@[view]];
// 把动力效果器的范围当做边界
collisionBehavior.translatesReferenceBoundsIntoBoundary = YES;
collisionBehavior.collisionDelegate = self;
#pragma mark 通过两个点画一条线当做边界
// [collisionBehavior addBoundaryWithIdentifier:@"line" fromPoint:CGPointMake(0, 300) toPoint:CGPointMake(100, 600)];
// [collisionBehavior addBoundaryWithIdentifier:@"line1" fromPoint:CGPointMake(375, 300) toPoint:CGPointMake(275, 600)];
#pragma mark 通过一个圈来当做边界
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 200, 375, 375)];
[collisionBehavior addBoundaryWithIdentifier:@"圆形" forPath:path];
[animator addBehavior:collisionBehavior];
*/
#pragma mark 两个视图之间的碰撞
UICollisionBehavior *coll = [[UICollisionBehavior alloc]initWithItems:@[view,view2]];
coll.translatesReferenceBoundsIntoBoundary = YES;
// 如果是两个元素之间相互碰撞 设置边界 也不起作用
coll.collisionMode = UICollisionBehaviorModeEverything;
coll.collisionDelegate = self;
[animator addBehavior:coll];
}
- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2 atPoint:(CGPoint)p{
}
- (void)collisionBehavior:(UICollisionBehavior*)behavior endedContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2{
}
#pragma mark 碰撞动力效果的代理方法
- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier atPoint:(CGPoint)p{
NSLog(@"%f\n%f",p.x,p.y);
}
- (void)collisionBehavior:(UICollisionBehavior*)behavior endedContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier{
}
动力效果之碰撞特效
最新推荐文章于 2018-09-02 00:01:04 发布