在我目前的项目中,有两个主要的机制。一系列不断向屏幕上方移动的对象,以及按多个按钮来移动2个对象的机械师。对于在屏幕上移动的一系列对象,我使用了CADisplayLink,而另一个机制是使用UIAnimation,但是当我运行项目时,我注意到UIAnimation会在按下按钮时干扰与CADisplayLink链接的对象的移动。我该如何纠正这个问题?
下面是我为这两位机械师编写的代码
-(IBAction)tap{
CGRect frame = Person.frame;
frame.origin.x = 16;
frame.origin.y = 37;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
Person.frame = frame;
[UIView commitAnimations];
}
-(IBAction)tap1{
CGRect frame = Person.frame;
frame.origin.x = 241;
frame.origin.y = 37;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
Person.frame = frame;
[UIView commitAnimations];
}
-(IBAction)tapR1{
CGRect frame = Person1.frame;
frame.origin.x = 302;
frame.origin.y = 37;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
Person1.frame = frame;
[UIView commitAnimations];
}
-(IBAction)tapR2{
CGRect frame = Person1.frame;
frame.origin.x = 526;
frame.origin.y = 37;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
Person1.frame = frame;
[UIView commitAnimations];
}
-(void)GameOver{
}
-(void)Score{
ScoreNumber = ScoreNumber + 1;
ScoreLabel.text = [NSString stringWithFormat:@"%i", ScoreNumber];
}
-(IBAction)StartGame:(id)sender{
StartGame.hidden = YES;
Spike.hidden = NO;
Spike1.hidden = NO;
Spike2.hidden = YES;
SpikeR.hidden = NO;
SpikeR1.hidden = NO;
SpikeR2.hidden = NO;
circle.hidden = NO;
ScoreLabel.hidden = NO;
[self PlaceBars];
[self PlaceBars1];
Movement = [CADisplayLink displayLinkWithTarget:self selector:@selector(BarMoving)];
[Movement addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
}
-(void)BarMoving{
Spike.center = CGPointMake(Spike.center.x, Spike.center.y - 5);
Spike1.center = CGPointMake(Spike1.center.x, Spike1.center.y - 5);
Spike2.center = CGPointMake(Spike1.center.x, Spike1.center.y - 5);
if (Spike2.center.y == -115) {
[self PlaceBars];
}
SpikeR.center = CGPointMake(SpikeR.center.x, SpikeR.center.y - 5);
SpikeR1.center = CGPointMake(SpikeR1.center.x, SpikeR1.center.y - 5);
SpikeR2.center = CGPointMake(SpikeR2.center.x, SpikeR2.center.y - 5);
if (SpikeR2.center.y == -115) {
[self PlaceBars1];
}
}发布于 2015-01-13 23:34:04
我相信你对所有的运动机制都使用了CADisplayLink。
但是,将移动逻辑委托给您的对象,而不是有一个管理所有移动的父对象。这就是你们将在团结中看到的模式。
在您的示例中,当CADisplayLink更新时,循环遍历对象并对每个对象调用update()方法。此更新方法在正常状态下将对象向上移动5点,如BarMoving()所做的。在抽头状态下,它逐渐移动到241,37。
当用户点击对象时,将其状态从普通状态更改为抽头状态,设置上面提到的初始速度、位置算法、目标点和update()方法将处理点击运动。
https://stackoverflow.com/questions/27932938
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