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  • 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

    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( 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

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  • 原文地址:https://www.cnblogs.com/silence-cnblogs/p/6971533.html
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