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); } |
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 }; |
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; |
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]; |
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 ; } } |
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); } |
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 } } } |
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; } |
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; } |
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]; } |
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]; } } } } |
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]; } |
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]; } |
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" ]; } |
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" ]; } } |
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]; } } } |
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; } |
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]; } |
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]; } |
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