Ios UIDynamicAnimator投球器在swift 3中循环
我有Ios UIDynamicAnimator投球器在swift 3中循环,ios,animation,swift3,uidynamicanimator,Ios,Animation,Swift3,Uidynamicanimator,我有UIDynamicAnimator和从上到下下落的球,但有时下落3个球,有时下落5个球。。。等等 但我在for循环中添加了to=50,必须投出50个球 错误在哪里 我的密码在下面 class ViewController: UIViewController { var squareView: UIView! var numberlet: UILabel! var gravity: UIGravityBehavior! var animator: UIDyn
UIDynamicAnimator
和从上到下下落的球,但有时下落3个球,有时下落5个球。。。等等
但我在for循环中添加了to=50
,必须投出50个球
错误在哪里
我的密码在下面
class ViewController: UIViewController {
var squareView: UIView!
var numberlet: UILabel!
var gravity: UIGravityBehavior!
var animator: UIDynamicAnimator!
var collision: UICollisionBehavior!
var itemBehaviour: UIDynamicItemBehavior!
override func viewDidLoad() {
super.viewDidLoad()
let from = 0
let to = 50
let by = 1
for i in stride(from: from, to: to, by: by) {
let number = randomInt(min: 12, max:99)
let color = randomInt(min: 1, max:5)
let seconds = 3 * i
delayWithSeconds(Double(seconds)) {
self.start( color : "\(color)", number: "\(number)")
}
}
}
func randomInt(min: Int, max:Int) -> Int {
return min + Int(arc4random_uniform(UInt32(max - min + 1)))
}
override func loadView() {
super.loadView()
view.backgroundColor = UIColor.white
}
func start(color : String, number : String){
squareView = UIView(frame: CGRect(x: view.frame.size.width/2 - 30, y: 0, width: 70, height: 70))
squareView.layer.cornerRadius = 0
squareView.backgroundColor = UIColor(patternImage: UIImage(named: "\(color).png")!)
view.addSubview(squareView)
numberlet = UILabel(frame:CGRect(x: squareView.frame.size.width/2 - 18 , y: 0 , width: 70, height: 70))
numberlet.textColor = UIColor.black
numberlet.font = UIFont.init(name: "Helvetica-Bold", size: 30)
numberlet.text = number
squareView.addSubview(numberlet)
animator = UIDynamicAnimator(referenceView: view)
gravity = UIGravityBehavior(items: [squareView])
animator.addBehavior(gravity)
collision = UICollisionBehavior(items: [squareView])
collision.translatesReferenceBoundsIntoBoundary = true
// collision.addBoundaryWithIdentifier("barrier", fromPoint: CGPointMake(self.view.frame.origin.x, 350), toPoint: CGPointMake(self.view.frame.origin.x + self.view.frame.width, 350))
animator.addBehavior(collision)
itemBehaviour = UIDynamicItemBehavior(items: [squareView])
itemBehaviour.elasticity = 0.3
animator.addBehavior(itemBehaviour)
delayWithSeconds(2.9) {
self.squareView.removeFromSuperview()
self.numberlet.removeFromSuperview()
}
}
func delayWithSeconds(_ seconds: Double, completion: @escaping () -> ()) {
DispatchQueue.main.asyncAfter(deadline: .now() + seconds) {
completion()
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
我实现了你的代码。你的问题的原因似乎在于:
let seconds = 3 * i
delayWithSeconds(Double(seconds))
self.start( color : "\(color)", number: "\(number)")
当您声明3*i时,您将增加删除下一个的时间,使要删除的秒数变为0-3秒、0-6秒、0-9秒、0-12秒,依此类推。所以,这不是说你没有放下新的方块,而是放下下一个方块的时间每次增加3秒
如果这是预期的行为,那么我不确定你的问题是什么。你的代码正在我的设备上运行 问题已编辑并清除。@matt我清除了我的问题。