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。
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。
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。
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@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);
}
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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
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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
};
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提供了一个钓到鱼后的代理
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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;
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1、动态的鱼
加载动态鱼的方法
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//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];
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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
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//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 ;
}
}
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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。
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//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);
}
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鱼移动动画和上钩动画
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- ( 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
}
}
}
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鱼上钩的概率和赢得的金币个数
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//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;
}
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3.被钓到的鱼
初始化被钓到的鱼方法
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//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;
}
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当鱼被抓到后,执行上钩动画
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//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];
}
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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
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#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];
}
}
}
}
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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。
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- ( void )viewdidload {
[super viewdidload];
_fishview = [[fishingview alloc] initwithframe:self.view.bounds];
[self.view addsubview:_fishview];
}
- ( void )viewdiddisappear:( bool )animated{
[super viewwilldisappear:animated];
[_fishview removefishviewresource];
}
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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
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#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];
}
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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
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//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" ];
}
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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。
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//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" ];
}
}
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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
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#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];
}
}
}
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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
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#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;
}
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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
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//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];
}
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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
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- ( 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];
}
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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】
原文链接:http://www.sohu.com/a/223595556_505825