原文链接:https://www.ioscreator.com/tutorials/collision-detection-uikit-dynamics-ios-tutorial-ios10
作者:Arthur Knopper
原文日期:2017/04/20
译者:Crystal Sun
用 UIKit Dynamics 可以让指定对象具备碰撞行为。动态的项目能相互碰撞或者和任何指定的边界碰撞。在本节教程中,将学习创建自行一的边界,随机地让一些方块下落到边界上。本节教程使用的是 Xcode 8.3 和 iOS 10.3。
设置工程
打开 Xcode,创建一个 Single View Application 工程。
Product Name 使用 IOS10CollisionDectectionTutorial(译者注:这里的 Dectection 估计是错别字,应该是 Detection),填写自己的 Organization Name 和 Organization Identifier,Language 一栏选择 Swift,Devices 一栏选择 iPhone。
用自定义的 UIView 画一些线,在 drawRect 方法中写点代码。选择 File -> New File -> iOS -> Source -> Cocoa Touch Class。Class 命名为 LineView,其父类为 UIView。
打开 LineView.swift 文件,想要画线需要先创建一个帮手:drawLineFromPoint(fromX:toPoint:pointY:) 方法。
func drawLineFromPoint(fromX: CGFloat, toPoint toX: CGFloat, pointY y: CGFloat) {
let currentContext = UIGraphicsGetCurrentContext()
if let currentContext = currentContext {
currentContext.setLineWidth(5.0)
currentContext.move(to: CGPoint(x: fromX, y: y))
currentContext.addLine(to: CGPoint(x: toX, y: y))
currentContext.strokePath();
}}
线的宽度为 5 points。接下来,改写 drawRect 方法:
override func draw(_ rect: CGRect) {
drawLineFromPoint(fromX: 0, toPoint: bounds.size.width/3, pointY: bounds.size.height - 100.0)
drawLineFromPoint(fromX: bounds.size.width/3, toPoint:bounds.size.width*0.67, pointY:bounds.size.height - 150.0)
drawLineFromPoint(fromX: bounds.size.width*0.67, toPoint:bounds.size.width, pointY:bounds.size.height - 100.0)}
运行工程,线已经出现在屏幕上了。
接下来,拖拽一个 Button 控件到 Storyboard 上,标题改为 “Next”。选中该 Button,点击 Auto Layout 的 Align 按钮,勾选 “Horizontally in Container”,点击 “Add 1 Constraint”。
继续选中该 Button,点击 Auto Layout 的 Pin 按钮,选中上边距的约束线,点击 “Add 1 Constraint”。
主界面看起来应如下图所示:
点击 Assistant Editor,确保 ViewController.swift 文件可见,按住 Control 键将该 Button 拖拽到 ViewController 类里,创建下列 Action 链接:
在 ViewController.swift 文件中,需要声明一些变量,来跟踪记录 view,如下所示:
var squareViews:[UIView] = []
var animator:UIDynamicAnimator!
var colors:[UIColor] = []
var centerPoint:[CGPoint] = []
var sizeOfSquare:CGSize!
squareViews 将包含所需的 view,view 需要颜色数组、centerPin 数组和 sizeOfSquare(方块的大小)这些属性。animator 属性要用于动画动作。接下来继续添加下列属性:
var leftBoundaryHeight:CGFloat!
var middleBoundaryHeight:CGFloat!
var rightBoundaryHeight:CGFloat!
var leftBoundaryWidth:CGFloat!
var middleBoundaryWidth:CGFloat!
var leftSquareCenterPointX:CGFloat!
var middleSquareCenterPointX:CGFloat!
var rightSquareCenterPointX:CGFloat!
var squareCenterPointY:CGFloat!
需要上述属性来设置自定义的边界,给所有的方块添加一个开始点。首先,创建 setBoundaryValues 方法来设置上述属性。
func setBoundaryValues() {
leftBoundaryHeight = view.bounds.size.height - 100.0
middleBoundaryHeight = view.bounds.size.height - 150.0
rightBoundaryHeight = view.bounds.size.height - 100.0
leftBoundaryWidth = view.bounds.size.width/3
middleBoundaryWidth = view.bounds.size.width * 0.67
leftSquareCenterPointX = view.bounds.size.width/6
middleSquareCenterPointX = view.bounds.size.width/2
rightSquareCenterPointX = view.bounds.size.width * 0.84
squareCenterPointY = view.bounds.size.height - 400
}
在 viewDidLoad 里,调用上述方法。然后设置剩下的属性值。
override func viewDidLoad() {
super.viewDidLoad()
setBoundaryValues()
// 创建颜色数组
colors = [UIColor.red, UIColor.blue, UIColor.green, UIColor.purple, UIColor.gray]
// 创建方块的中心点(centerpoint)
let leftCenterPoint = CGPoint(x: leftSquareCenterPointX, y: squareCenterPointY)
let middleCenterPoint = CGPoint(x: middleSquareCenterPointX, y: squareCenterPointY)
let rightCenterPoint = CGPoint(x:rightSquareCenterPointX, y: squareCenterPointY)
centerPoint = [leftCenterPoint,middleCenterPoint,rightCenterPoint]
// 设置方块的大小
sizeOfSquare = CGSize(width: 50.0, height: 50.0)
}
好了,现在每个 view 的尺寸是 50,有 5 种不同的颜色。接下来的事情都会在 releaseNextSquare(sender:) 方法中发生。
@IBAction func releaseSquare(_ sender: Any) {
let newView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: sizeOfSquare.width, height: sizeOfSquare.height))
let randomColorIndex = Int(arc4random()%5)
newView.backgroundColor = colors[randomColorIndex]
let randomCenterPoint = Int(arc4random()%3)
newView.center = centerPoint[randomCenterPoint]
squareViews.append(newView)
view.addSubview(newView)
}
创建了 view,centerPoint 的值是随机数,也赋值了颜色,该 view 添加到了主界面上,也添加到了数组中。在 releaseSquare(sender:) Action 方法的最后,添加剩下的代码。
animator = UIDynamicAnimator(referenceView: view)
// 创建重力
let gravity = UIGravityBehavior(items: squareViews)
animator.addBehavior(gravity)
// 创建碰撞检测
let collision = UICollisionBehavior(items: squareViews)
// 设置碰撞的边界
collision.addBoundary(withIdentifier: "leftBoundary" as NSCopying, from: CGPoint(x: 0.0,y: leftBoundaryHeight), to: CGPoint(x: leftBoundaryWidth, y: leftBoundaryHeight))
collision.addBoundary(withIdentifier: "middleBoundary" as NSCopying, from: CGPoint(x: view.bounds.size.width/3,y: middleBoundaryHeight), to: CGPoint(x: middleBoundaryWidth, y: middleBoundaryHeight))
collision.addBoundary(withIdentifier: "rightBoundary" as NSCopying, from: CGPoint(x: middleBoundaryWidth,y: rightBoundaryHeight), to: CGPoint(x: view.bounds.size.width, y: rightBoundaryHeight))
collision.collisionMode = .everything
animator.addBehavior(collision)
首先,给方块下落的动作增加了重力,接下来,在自定义边界的基础上添加了碰撞行为。默认的碰撞模式是 UICollisionBehaviour 里的 UICollisionBehaviourMode.everything,也就是说,所有的元素都可以互相碰撞。运行工程,不停地按 Next 按钮,方块下落。
可以从 github 上下载 IOS10CollisionDectectionTutorial 教程的源代码。
本文由 SwiftGG 翻译组翻译,已经获得作者翻译授权。