我有一个关于iOS游戏中心气球菜单的问题。我想知道哪种iOS框架(核心动画??)是用来创建这个美妙的菜单的。下面的图片准确地描述了我的意思:

气球有柔和的运动,当用户点击其中之一时,会有疯狂的气球运动效果。谁能提供一些链接到一些代码示例,这些示例描述了我们如何制作类似的东西。或者有没有什么类似的菜单供一般人使用?
谢谢!
发布于 2016-04-30 22:01:18
为了获得气泡类型的动画,我们不需要核心animation.We将使用核心动画来移动气泡和弹跳气泡。
创建气泡的:
为编号创建视图
BubbleView.h和.m
@interface BubbleView : UIView
@property (assign) CGFloat top;
@property (assign) CGFloat bot;
@property (assign) CGFloat leftt;
@property (assign) CGFloat rightt;
@end这些点用作bezier路径的四个控制点。我们将修改这四个点以获得气泡效果。
@implementation BubbleView
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code
[self drawBubbleWithFrame:rect top:_top bot:_bot leftt:_leftt rightt:_rightt];
}
- (void)drawBubbleWithFrame: (CGRect)frame top: (CGFloat)top bot: (CGFloat)bot leftt: (CGFloat)leftt rightt: (CGFloat)rightt
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* color2 = [UIColor colorWithRed: 0.019 green: 0.551 blue: 1 alpha: 1];
//// Oval Drawing
CGContextSaveGState(context);
CGContextTranslateCTM(context, 6, 0);
UIBezierPath* ovalPath = [UIBezierPath bezierPath];
[ovalPath moveToPoint: CGPointMake(rightt, 40)];
[ovalPath addCurveToPoint: CGPointMake(bot, 80) controlPoint1: CGPointMake(rightt, 62.09) controlPoint2: CGPointMake(bot + 22.09, 80)];
[ovalPath addCurveToPoint: CGPointMake(leftt, 40) controlPoint1: CGPointMake(bot - 22.09, 80) controlPoint2: CGPointMake(leftt, 62.09)];
[ovalPath addCurveToPoint: CGPointMake(top, 0) controlPoint1: CGPointMake(leftt, 17.91) controlPoint2: CGPointMake(top - 22.09, 0)];
[ovalPath addCurveToPoint: CGPointMake(rightt, 40) controlPoint1: CGPointMake(top + 22.09, 0) controlPoint2: CGPointMake(rightt, 17.91)];
[ovalPath closePath];
[color2 setFill];
[ovalPath fill];
CGContextRestoreGState(context);
}
@end现在,让我们将以下内容添加到视图中:
我创建了一个大小为80x80的圆,因此它们的控制点是40,40,0,80
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
_bubView=[[BubbleView alloc]initWithFrame:CGRectMake(20, 40, 150, 150)];
_bubView.backgroundColor=[UIColor clearColor];
_bubView.top=40;
_bubView.bot=40;
_bubView.leftt=0;
_bubView.rightt=80;
[self.view addSubview:_bubView];
}它看起来是这样的:

正如你所看到的,气泡并没有晃动,它看起来只是一个圆圈。
让我们摇一摇吧!
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
_bubView=[[BubbleView alloc]initWithFrame:CGRectMake(20, 40, 150, 150)];
_bubView.backgroundColor=[UIColor clearColor];
_bubView.top=40;
_bubView.bot=40;
_bubView.leftt=0;
_bubView.rightt=80;
[self.view addSubview:_bubView];
[NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(applyRandomMoves) userInfo:nil repeats:YES];
}
-(void)applyRandomMoves{
int toprandNum = rand() % (45 - 35) + 35; //create the random number.
int botrandNum = rand() % (45 - 35) + 35;
int leftrandNum = rand() % (0 - -5) + -5;
int rightrandNum = rand() % (85 - 75) + 75;
_bubView.top=toprandNum;
_bubView.bot=botrandNum;
_bubView.leftt=leftrandNum;
_bubView.rightt=rightrandNum;
[_bubView setNeedsDisplay];
}现在它看起来是这样的:

您可以添加一些阴影并使气泡更加逼真:让我们向drawBubbleWithFrame添加一些代码
- (void)drawBubbleWithFrame: (CGRect)frame top: (CGFloat)top bot: (CGFloat)bot leftt: (CGFloat)leftt rightt: (CGFloat)rightt
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* color2 = [UIColor colorWithRed: 0.019 green: 0.551 blue: 1 alpha: 1];
UIColor* color3 = [UIColor colorWithRed: 0.317 green: 0.47 blue: 0.863 alpha: 1];
UIColor* shadowColor = [UIColor colorWithRed: 1 green: 1 blue: 1 alpha: 1];
UIColor* shadow2Color = [UIColor colorWithRed: 1 green: 1 blue: 1 alpha: 1];
//// Shadow Declarations
NSShadow* shadow = [[NSShadow alloc] init];
[shadow setShadowColor: shadowColor];
[shadow setShadowOffset: CGSizeMake(0.1, -0.1)];
[shadow setShadowBlurRadius: 12];
NSShadow* shadow2 = [[NSShadow alloc] init];
[shadow2 setShadowColor: shadow2Color];
[shadow2 setShadowOffset: CGSizeMake(4.1, 2.1)];
[shadow2 setShadowBlurRadius: 5];
NSShadow* shadow3 = [[NSShadow alloc] init];
[shadow3 setShadowColor: UIColor.blackColor];
[shadow3 setShadowOffset: CGSizeMake(0.1, 1.1)];
[shadow3 setShadowBlurRadius: 5];
//// Oval Drawing
CGContextSaveGState(context);
CGContextTranslateCTM(context, 6, 2);
UIBezierPath* ovalPath = [UIBezierPath bezierPath];
[ovalPath moveToPoint: CGPointMake(rightt, 40)];
[ovalPath addCurveToPoint: CGPointMake(bot, 80) controlPoint1: CGPointMake(rightt, 62.09) controlPoint2: CGPointMake(bot + 22.09, 80)];
[ovalPath addCurveToPoint: CGPointMake(leftt, 40) controlPoint1: CGPointMake(bot - 22.09, 80) controlPoint2: CGPointMake(leftt, 62.09)];
[ovalPath addCurveToPoint: CGPointMake(top, 0) controlPoint1: CGPointMake(leftt, 17.91) controlPoint2: CGPointMake(top - 22.09, 0)];
[ovalPath addCurveToPoint: CGPointMake(rightt, 40) controlPoint1: CGPointMake(top + 22.09, 0) controlPoint2: CGPointMake(rightt, 17.91)];
[ovalPath closePath];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow3.shadowOffset, shadow3.shadowBlurRadius, [shadow3.shadowColor CGColor]);
[color2 setFill];
[ovalPath fill];
////// Oval Inner Shadow
CGContextSaveGState(context);
UIRectClip(ovalPath.bounds);
CGContextSetShadowWithColor(context, CGSizeZero, 0, NULL);
CGContextSetAlpha(context, CGColorGetAlpha([shadow2.shadowColor CGColor]));
CGContextBeginTransparencyLayer(context, NULL);
{
UIColor* opaqueShadow = [shadow2.shadowColor colorWithAlphaComponent: 1];
CGContextSetShadowWithColor(context, shadow2.shadowOffset, shadow2.shadowBlurRadius, [opaqueShadow CGColor]);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextBeginTransparencyLayer(context, NULL);
[opaqueShadow setFill];
[ovalPath fill];
CGContextEndTransparencyLayer(context);
}
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
CGContextRestoreGState(context);
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow.shadowOffset, shadow.shadowBlurRadius, [shadow.shadowColor CGColor]);
[color3 setStroke];
ovalPath.lineWidth = 1;
[ovalPath stroke];
CGContextRestoreGState(context);
CGContextRestoreGState(context);
}这会产生这样的效果:

您可以操控气泡属性,如颜色,阴影,形状,模糊,气泡外部路径等,并根据需要将它们全部动画。
您可以稍后将动画添加到_bubView层以移动或反弹动画!
https://stackoverflow.com/questions/36954975
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