2013-03-26 37 views
1

我想知道在从a点移动到b点的过程中,这是否正确地为游戏角色制作动画,同时显示模拟人物移动的不同动态图像。移动时移动多个框架的正确方法

这里是什么,我做了一个persudo代码:

[UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{ 
      //Set Target Image 
      //Set target position 
    }completion:^(BOOL finished){ 
     //2nd to 3rd Frame 
     [UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{ 
      //Set Target Image 
      //Set target position 
     }completion:^(BOOL finished){ 
      //3rd to final Frame 
      [UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{ 
       //Set Target Image 
       //Set target position 
      }completion:^(BOOL finished){ 
       //do nothing 
      }]; 
     }]; 
    }]; 

这是正确的方法是什么?我这样做是因为我可以控制每个帧和每个帧的持续时间。

回答

3

似乎有可能会有更好的方法。如果你没有太多的图像,我可能只是建议使用的UIImageViewanimationImages属性,然后startAnimating

NSArray *images = @[[UIImage imageNamed:@"0.jpg"], 
        [UIImage imageNamed:@"1.jpg"], 
        [UIImage imageNamed:@"2.jpg"], 
        [UIImage imageNamed:@"3.jpg"], 
        [UIImage imageNamed:@"4.jpg"], 
        [UIImage imageNamed:@"5.jpg"], 
        [UIImage imageNamed:@"6.jpg"], 
        [UIImage imageNamed:@"7.jpg"]]; 

self.imageView.image = images[0]; 

self.imageView.animationImages = images; 
self.imageView.animationDuration = kAnimationDuration; 
self.imageView.animationRepeatCount = 1; 

[self.imageView startAnimating]; 

[UIView animateWithDuration:kAnimationDuration 
       animations:^{ 
        self.imageView.center = ... // set this to whatever you want 
}]; 

如果您担心加载所有这一切到内存中,你也可以使用一个CADisplayLink来加载图像作为适当的,像下面这样:

- (void)animateImageUsingDisplayLink 
{ 
    self.imageNames = @[@"0.jpg", 
         @"1.jpg", 
         @"2.jpg", 
         @"3.jpg", 
         @"4.jpg", 
         @"5.jpg", 
         @"6.jpg", 
         @"7.jpg"]; 

    self.imageView.image = [UIImage imageNamed:self.imageNames[0]]; 

    [self startDisplayLink]; 

    [UIView animateWithDuration:kAnimationDuration 
        animations:^{ 
         self.imageView.center = ... // set this to whatever you want 
    }]; 
} 

- (void)startDisplayLink 
{ 
    self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(handleDisplayLink:)]; 
    self.startTime = CACurrentMediaTime(); 
    [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; 
} 

- (void)stopDisplayLink 
{ 
    [self.displayLink invalidate]; 
    self.displayLink = nil; 
} 

- (void)handleDisplayLink:(CADisplayLink *)displayLink 
{ 
    CFTimeInterval elapsed = displayLink.timestamp - self.startTime; 

    // If you want it to repeat, then comment out the following `if` statement 

    if (elapsed >= kAnimationDuration) 
    { 
     [self stopDisplayLink]; 
     return; 
    } 

    NSInteger frameNumber = ((NSInteger) elapsed * [self.imageNames count]/kAnimationDuration) % [self.imageNames count]; 

    if (frameNumber != self.currentFrameNumber) 
    { 
     self.imageView.image = [UIImage imageNamed:self.imageNames[frameNumber]]; 
     self.currentFrameNumber = frameNumber; 
    } 
} 
+0

如果什么第5帧中,说如果球员被移动到左边,我希望它中断5帧,它会移动到右边从那个框架?我可以调用stopDisplayLink在它完成之前中断它,然后开始一个新的显示链接序列吗? – mskw 2013-03-26 05:03:37

+0

@mskw是的,这应该工作。试试看。仅供参考,如果你想重复动画,你可能需要像上面那样调整frameNumber,然后注释掉if(elapsed> = kAnimationDuration)...块。但希望你明白这个主意。 – Rob 2013-03-26 08:09:22

+0

@mskw我可能误解了你的问题。如果您希望动画从停止的位置继续播放,您需要调整“CADisplayLink”代码(例如,在设置一次后不要重置“startTime”)。 – Rob 2013-03-26 16:02:35