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Ios 移动时设置多帧动画的正确方法_Ios_Objective C_Animation - Fatal编程技术网

Ios 移动时设置多帧动画的正确方法

Ios 移动时设置多帧动画的正确方法,ios,objective-c,animation,Ios,Objective C,Animation,我想知道当游戏角色从a点移动到b点时,以及在显示模拟人的运动的不同运动图像时,这是否是设置游戏角色动画的正确方法 以下是我所做工作的个人代码: [UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{ //Set Target Image //Set target position }completion:^(BOOL finished){ //2

我想知道当游戏角色从a点移动到b点时,以及在显示模拟人的运动的不同运动图像时,这是否是设置游戏角色动画的正确方法

以下是我所做工作的个人代码:

    [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
            }];
        }];
    }];

这是正确的方法吗?我这样做是因为我可以控制每一帧和每一帧的持续时间

似乎有更好的办法。如果您没有太多图像,我可能会建议您使用
UIImageView
animationImages
属性,然后使用
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
}];
如果您担心将所有这些内容加载到内存中,还可以使用
CADisplayLink
根据需要加载图像,如下所示:

- (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;
    }
}

如果在第五帧中,如果播放器向左移动,我希望它中断第五帧,它将从该帧向右移动,该怎么办?我可以调用stopDisplayLink在它完成之前中断它,然后启动一个新的显示链接序列吗?@mskw是的,应该可以。试试看。仅供参考,如果您希望动画重复,您可能需要像上面一样调整
frameNumber
,然后注释掉
if(appeased>=kAnimationDuration).
块。但希望你能理解。@mskw我可能误解了你的问题。如果希望动画从停止的位置继续播放,则需要调整
CADisplayLink
代码(例如,设置一次后不要重置
startTime
)。