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CAShapeLayer(UIBezierPath)、CAGradientLayer绘制动态小车
阅读量:6091 次
发布时间:2019-06-20

本文共 15583 字,大约阅读时间需要 51 分钟。

看到一个大神写的代码,引用过来让大家看看!

//  1、CAShapeLayer是一种特殊的层,可以在上面渲染图形。

//  2、CAShapeLayer继承自CALayer,可使用CALayer的所有属性。

//  3、CAShapeLayer需要和贝塞尔曲线配合使用才有意义,贝塞尔曲线为其提供渲染的图形。

//  4、使用CAShapeLayer与贝塞尔曲线可以实现不再view的drawRect方法中画出一些想要的图形。

 

//  关于CAShapeLayer和drawRect的比较:

//  在drawRect中绘制图形调用CoreGraphics框架中得方法,占用CPU,消耗性能大;

//  CAShapeLayer属于CoreAnimation框架,通过GPU来渲染图形,节省性能。动画渲染直接提交给GPU,不消耗内存。

 

//  1、CAGradientLayer是一种特殊的层,用于渲染渐变效果。

//  2、CAGradientLayer继承自CALayer,可使用CALayer所有的属性。

//  3、CAGradientLayer是除了在图形上下文绘制渐变效果外的另一种方法,它不需要借助图形上下文,是直接渲染在层上的,因此易于使用。

 

#import "ViewController.h"#define k_SCREEN_HEIGHT [UIScreen mainScreen].bounds.size.height#define k_LAND_BEGIN_HEIGHT k_SCREEN_HEIGHT - 20#define k_SIZE self.view.frame.size@interface ViewController ()@property(strong,nonatomic)CALayer * landLayer;@property(strong,nonatomic)CAShapeLayer * greenTrack;@property(strong,nonatomic)CAShapeLayer * yellowTrack;@end@implementation ViewController- (void)viewDidLoad {    [super viewDidLoad];    self.view.backgroundColor = [UIColor lightGrayColor];        //  初始化背景渐变的天空    [self initBackgroundSky];    //  初始化雪山    [self initSnowberg];    //  加载草坪    [self initLawn];    //  加载大地    [self initLand];    //  加载黄色轨道    [self initYellowTrack];    //  加载绿色轨道    [self initGreenTrack];    //  点缀小树    [self initTree];        //  启动云彩    [self initCloudAnimation];    //  添加黄色轨道小车动画   CACurrentMediaTime系统内建时间    [self carAnimationWith:@"car" TrackLayer:_yellowTrack AnimationDuration:8.0 BeginTime:CACurrentMediaTime()];    //  添加绿色轨道小车动画    [self carAnimationWith:@"otherCar" TrackLayer:_greenTrack AnimationDuration:5.0 BeginTime:CACurrentMediaTime()];}//  初始化背景天空渐变色- (void)initBackgroundSky{    CAGradientLayer * backgroundLayer = [[CAGradientLayer alloc] init];    //  设置背景渐变色层的大小。要减去屏幕最下方土地那条水平线的高度    backgroundLayer.frame = CGRectMake(0, 0, k_SIZE.width, k_LAND_BEGIN_HEIGHT);        UIColor * lightColor = [UIColor colorWithRed:40.0 / 255.0 green:150.0 / 255.0 blue:200.0 / 255.0 alpha:1.0];    UIColor * darkColor  = [UIColor colorWithRed:255.0 / 255.0 green:250.0 / 255.0 blue:250.0 / 255.0 alpha:1.0];    backgroundLayer.colors = @[(__bridge id)lightColor.CGColor,(__bridge id)darkColor.CGColor];        //  让变色层成45度角变色    backgroundLayer.startPoint = CGPointMake(0, 0);    backgroundLayer.endPoint = CGPointMake(1, 1);        [self.view.layer addSublayer:backgroundLayer];}//初始化雪山,有两个雪山- (void)initSnowberg {        //  左边第一座山顶,其实就是一个白色的三角形    CAShapeLayer * leftSnowberg     = [[CAShapeLayer alloc] init];    UIBezierPath * leftSnowbergPath = [[UIBezierPath alloc] init];        //  把bezierpath的起点移动到雪山左下角    [leftSnowbergPath moveToPoint:CGPointMake(0, k_SIZE.height - 120)];        //  画一条线到山顶    [leftSnowbergPath addLineToPoint:CGPointMake(100, 100)];        //  画一条线到右下角->左下角->闭合    [leftSnowbergPath addLineToPoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)];    [leftSnowbergPath addLineToPoint:CGPointMake(0, k_LAND_BEGIN_HEIGHT)];    [leftSnowbergPath closePath];        leftSnowberg.path = leftSnowbergPath.CGPath;    leftSnowberg.fillColor = [UIColor whiteColor].CGColor;    [self.view.layer addSublayer:leftSnowberg];            //  开始画山体没有被雪覆盖的部分    CAShapeLayer * leftSnowbergBody     = [[CAShapeLayer alloc] init];    UIBezierPath * leftSnowbergBodyPath = [[UIBezierPath alloc] init];        //  把bezierpath的起点移动到雪山左下角相同的位置    CGPoint startPoint = CGPointMake(0, k_SIZE.height - 120);    CGPoint endPoint = CGPointMake(100, 100);    CGPoint firstPathPoint = [self calculateWithXValue:20 startPoint:startPoint endpoint:endPoint];    [leftSnowbergBodyPath moveToPoint:startPoint];        [leftSnowbergBodyPath addLineToPoint:firstPathPoint];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(60, firstPathPoint.y)];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(100, firstPathPoint.y + 30)];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(140, firstPathPoint.y)];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(180, firstPathPoint.y - 20)];        CGPoint secondPathPoint = [self calculateWithXValue:(k_SIZE.width / 2 - 125) startPoint:endPoint endpoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(secondPathPoint.x - 30, firstPathPoint.y)];        [leftSnowbergBodyPath addLineToPoint:secondPathPoint];        [leftSnowbergBodyPath addLineToPoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)];    [leftSnowbergBodyPath addLineToPoint:CGPointMake(0, k_LAND_BEGIN_HEIGHT)];    [leftSnowbergBodyPath closePath];        leftSnowbergBody.path = leftSnowbergBodyPath.CGPath;    UIColor * snowColor = [UIColor colorWithDisplayP3Red:139.0 /255.0 green:92.0 /255.0 blue:0.0 /255.0 alpha:1.0];    leftSnowbergBody.fillColor = snowColor.CGColor;    [self.view.layer addSublayer:leftSnowbergBody];            //  中间的山    CAShapeLayer * middleSnowberg     = [[CAShapeLayer alloc] init];    UIBezierPath * middleSnowbergPath = [[UIBezierPath alloc] init];        //  把bezierpath的起点移动到雪山左下角。然后画一条线到山顶,再画一条线到右下角,闭合。    CGPoint middleStartPoint = CGPointMake(k_SIZE.width / 3, k_LAND_BEGIN_HEIGHT);    CGPoint middleTopPoint = CGPointMake(k_SIZE.width /2, 200);    CGPoint middleEndPoint = CGPointMake(k_SIZE.width / 1.2, k_LAND_BEGIN_HEIGHT);        [middleSnowbergPath moveToPoint:middleStartPoint];    [middleSnowbergPath addLineToPoint:middleTopPoint];    [middleSnowbergPath addLineToPoint:middleEndPoint];        [middleSnowbergPath closePath];        middleSnowberg.path = middleSnowbergPath.CGPath;    middleSnowberg.fillColor = [UIColor whiteColor].CGColor;    [self.view.layer insertSublayer:middleSnowberg above:leftSnowbergBody];        //  开始画山体没有被雪覆盖的部分    CAShapeLayer * middleSnowbergBody     = [[CAShapeLayer alloc] init];    UIBezierPath * middleSnowbergBodyPath = [[UIBezierPath alloc] init];        //  把bezierpath的起点移动到雪山左下角相同的位置    [middleSnowbergBodyPath moveToPoint:middleStartPoint];        CGPoint middleFirstPathPoint = [self calculateWithXValue:(middleStartPoint.x + 70) startPoint:middleStartPoint endpoint:middleTopPoint];        [middleSnowbergBodyPath addLineToPoint:middleFirstPathPoint];    [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 20, middleFirstPathPoint.y)];    [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 50, middleFirstPathPoint.y + 30)];    [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 80, middleFirstPathPoint.y - 10)];    [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 120, middleFirstPathPoint.y + 20)];        CGPoint middleSecondPathPoint = [self calculateWithXValue:(middleEndPoint.x - 120) startPoint:middleTopPoint endpoint:middleEndPoint];        [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleSecondPathPoint.x - 30, middleSecondPathPoint.y)];    [middleSnowbergBodyPath addLineToPoint:middleSecondPathPoint];        [middleSnowbergBodyPath addLineToPoint:middleEndPoint];        [middleSnowbergBodyPath closePath];        middleSnowbergBody.path = middleSnowbergBodyPath.CGPath;    UIColor * middleSnowColor = [UIColor colorWithDisplayP3Red:125.0 /255.0 green:87.0 /255.0 blue:7.0 /255.0 alpha:1.0];    middleSnowbergBody.fillColor = middleSnowColor.CGColor;    [self.view.layer insertSublayer:middleSnowbergBody above:middleSnowberg];    }//根据起始点,算出指定的x在这条线段上对应的y。返回这个point。知道两点,根据两点坐标,求出两点连线的斜率。y=kx+b求出点坐标。- (CGPoint)calculateWithXValue:(CGFloat)xvalue startPoint:(CGPoint)startPoint endpoint:(CGPoint)endpoint{    //  求出两点连线的斜率    CGFloat k = (endpoint.y - startPoint.y) / (endpoint.x - startPoint.x);    CGFloat b = startPoint.y - startPoint.x * k;    CGFloat yvalue = k * xvalue + b;    return CGPointMake(xvalue, yvalue);}//初始化草坪- (void)initLawn {    CAShapeLayer * leftLawn     = [[CAShapeLayer alloc] init];    UIBezierPath * leftLawnPath = [[UIBezierPath alloc] init];        CGPoint leftStartPoint = CGPointMake(0, k_LAND_BEGIN_HEIGHT);    [leftLawnPath moveToPoint:leftStartPoint];    [leftLawnPath addLineToPoint:CGPointMake(0, k_SIZE.height - 100)];        //  画一个二次贝塞尔曲线    [leftLawnPath addQuadCurveToPoint:CGPointMake(k_SIZE.width / 3.0, k_LAND_BEGIN_HEIGHT) controlPoint:CGPointMake(k_SIZE.width / 5.0, k_SIZE.height - 100)];        leftLawn.path = leftLawnPath.CGPath;    leftLawn.fillColor = [UIColor colorWithDisplayP3Red:82.0 / 255.0 green:177.0 / 255.0 blue:52.0 / 255.0 alpha:1.0].CGColor;    [self.view.layer addSublayer:leftLawn];        CAShapeLayer * rightLawn     = [[CAShapeLayer alloc] init];    UIBezierPath * rightLawnPath = [[UIBezierPath alloc] init];        [rightLawnPath moveToPoint:leftStartPoint];    //  画一个二次贝塞尔曲线    [rightLawnPath addQuadCurveToPoint:CGPointMake(k_SIZE.width, k_SIZE.height - 80) controlPoint:CGPointMake(k_SIZE.width / 2.0, k_SIZE.height - 100)];    [rightLawnPath addLineToPoint:CGPointMake(k_SIZE.width, k_LAND_BEGIN_HEIGHT)];        rightLawn.path = rightLawnPath.CGPath;    rightLawn.fillColor = [UIColor colorWithDisplayP3Red:92.0/255.0 green:195.0/255.0 blue:52.0/255.0 alpha:1.0].CGColor;    [self.view.layer insertSublayer:rightLawn above:leftLawn];}//初始化土地- (void)initLand {    _landLayer = [[CALayer alloc] init];    _landLayer.frame = CGRectMake(0, k_LAND_BEGIN_HEIGHT, k_SIZE.width, 20);    _landLayer.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"ground"]].CGColor;    [self.view.layer addSublayer:_landLayer];}//初始化黄色轨道- (void)initYellowTrack {    _yellowTrack = [[CAShapeLayer alloc] init];    _yellowTrack.lineWidth = 5;    _yellowTrack.strokeColor = [UIColor colorWithDisplayP3Red:210.0 / 255.0 green:179.0 / 255.0 blue:54.0 / 255.0 alpha:1.0].CGColor;        UIBezierPath * trackPath = [[UIBezierPath alloc] init];    //  画一个三次贝塞尔曲线 + 一个二次贝塞尔曲线    //  左侧两个拐弯的三次贝塞尔曲线    [trackPath moveToPoint:CGPointMake(0, k_SIZE.height - 60)];    [trackPath addCurveToPoint:CGPointMake(k_SIZE.width / 1.5, k_SIZE.height / 2.0 - 20) controlPoint1:CGPointMake(k_SIZE.width / 6.0, k_SIZE.height - 200) controlPoint2:CGPointMake(k_SIZE.width / 3.0, k_SIZE.height + 50)];    //  右侧一个弯度的二次贝塞尔曲线    [trackPath addQuadCurveToPoint:CGPointMake(k_SIZE.width + 50, k_SIZE.height / 3.0) controlPoint:CGPointMake(k_SIZE.width - 100, 50)];    [trackPath addLineToPoint:CGPointMake(k_SIZE.width + 10, k_SIZE.height + 10)];    [trackPath addLineToPoint:CGPointMake(0, k_SIZE.height + 10)];    _yellowTrack.fillColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"yellow"]].CGColor;    _yellowTrack.path = trackPath.CGPath;    [self.view.layer insertSublayer:_yellowTrack below:_landLayer];        //  为了能够让弧线更好看一点,需要加入镂空的虚线    CAShapeLayer * trackLine = [[CAShapeLayer alloc] init];    trackLine.lineCap = kCALineCapRound;    trackLine.strokeColor = [UIColor whiteColor].CGColor;        trackLine.lineDashPattern = @[@1.0,@6.0];  //宽度,间距    trackLine.lineWidth = 2.5;    trackLine.fillColor = [UIColor clearColor].CGColor;    trackLine.path = trackPath.CGPath;    [_yellowTrack addSublayer:trackLine];}//  初始化绿色轨道- (void)initGreenTrack {    _greenTrack = [[CAShapeLayer alloc] init];    _greenTrack.lineWidth = 5;    _greenTrack.strokeColor = [UIColor colorWithDisplayP3Red:0.0 / 255.0 green:147.0 / 255.0 blue:163.0 /255.0  alpha:1.0].CGColor;        //  绿色铁轨的火车从右侧进入,所以从右侧开始绘画。需要画三条曲线,右边一条 + 中间的圆圈 + 左边一条    UIBezierPath * path = [[UIBezierPath alloc] init];    [path moveToPoint:CGPointMake(k_SIZE.width + 10, k_LAND_BEGIN_HEIGHT)];    [path addLineToPoint:CGPointMake(k_SIZE.width + 10, k_SIZE.height - 70)];    [path addQuadCurveToPoint:CGPointMake(k_SIZE.width / 1.5, k_SIZE.height - 70) controlPoint:CGPointMake(k_SIZE.width - 150, 200)];        //  画圆圈    [path addArcWithCenter:CGPointMake(k_SIZE.width / 1.6, k_SIZE.height - 140) radius:70 startAngle:M_PI_2 endAngle:2.5 * M_PI clockwise:YES];        [path addCurveToPoint:CGPointMake(0, k_SIZE.height - 100) controlPoint1:CGPointMake(k_SIZE.width / 1.8 - 60, k_SIZE.height - 60) controlPoint2:CGPointMake(150, k_SIZE.height / 2.3)];        [path addLineToPoint:CGPointMake(- 10, k_LAND_BEGIN_HEIGHT)];    _greenTrack.path = path.CGPath;    _greenTrack.fillColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"green"]].CGColor;    [self.view.layer addSublayer:_greenTrack];        //  为了能够让弧线更好看一点,需要加入镂空的虚线    CAShapeLayer * trackLine = [[CAShapeLayer alloc] init];    trackLine.lineCap = kCALineCapRound;    trackLine.strokeColor = [UIColor whiteColor].CGColor;        trackLine.lineDashPattern = @[@1.0,@6.0];    trackLine.lineWidth = 2.5;    trackLine.fillColor = [UIColor clearColor].CGColor;    trackLine.path = path.CGPath;    [_greenTrack addSublayer:trackLine];}//  添加点缀的小树- (void)initTree {    [self addTreesWithNumber:7 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 20, 13, 23)];    [self addTreesWithNumber:7 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 64, 18, 32)];    [self addTreesWithNumber:5 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 90, 13, 23)];}//  添加小树- (void)addTreesWithNumber:(NSInteger)treesNumber treeFrame:(CGRect)frame {    UIImage * tree = [UIImage imageNamed:@"tree"];    for (NSInteger i = 0; i < treesNumber + 1; i++) {        CALayer * treeLayer = [[CALayer alloc] init];        treeLayer.contents = (__bridge id _Nullable)(tree.CGImage);        treeLayer.frame = CGRectMake(k_SIZE.width - 50 * i * (arc4random_uniform(4) + 1), frame.origin.y, frame.size.width, frame.size.height);        [self.view.layer insertSublayer:treeLayer above:_greenTrack];    }}//  云彩的动画- (void)initCloudAnimation {    CALayer * cloud = [[CALayer alloc]init];    cloud.contents = (__bridge id _Nullable)([UIImage imageNamed:@"cloud"].CGImage);    cloud.frame = CGRectMake(0, 0, 63, 20);    [self.view.layer addSublayer:cloud];        UIBezierPath * cloudPath = [[UIBezierPath alloc] init];    [cloudPath moveToPoint:CGPointMake(k_SIZE.width + 63, 50)];    [cloudPath addLineToPoint:CGPointMake(- 63, 50)];    CAKeyframeAnimation * ani = [CAKeyframeAnimation animationWithKeyPath:@"position"];    ani.path = cloudPath.CGPath;    ani.duration = 30;    ani.autoreverses = NO;    ani.repeatCount = CGFLOAT_MAX;    /*  kCAAnimationLinear calculationMode的默认值,表示当关键帧为座标点的时候,关键帧之间直接直线相连进行插值计算     *  kCAAnimationDiscrete 离散的,就是不进行插值计算,所有关键帧直接逐个进行显示     *  kCAAnimationPaced 使得动画均匀进行,而不是按keyTimes设置的或者按关键帧平分时间,此时keyTimes和timingFunctions无效     *  kCAAnimationCubic 对关键帧为座标点的关键帧进行圆滑曲线相连后插值计算,对于曲线的形状还可以通过tensionValues,continuityValues,biasValues来进行调整自定义,这里的数学原理是Kochanek–Bartels spline,这里的主要目的是使得运行的轨迹变得圆滑;     *  kCAAnimationCubicPaced 看这个名字就知道和kCAAnimationCubic有一定联系,其实就是在kCAAnimationCubic的基础上使得动画运行变得均匀,就是系统时间内运动的距离相同,此时keyTimes以及timingFunctions也是无效的.     */    ani.calculationMode = kCAAnimationPaced;        [cloud addAnimation:ani forKey:@"position"];}//抽取过山车的动画- (CAKeyframeAnimation *)carAnimationWith:(NSString *)carImageName TrackLayer:(CAShapeLayer *)track AnimationDuration:(CFTimeInterval)duration BeginTime:(CFTimeInterval)beginTime {        CALayer * car = [[CALayer alloc] init];    car.frame = CGRectMake(0, 0, 22, 15);    car.contents = (__bridge id _Nullable)([UIImage imageNamed:carImageName].CGImage);        CAKeyframeAnimation * ani = [CAKeyframeAnimation animationWithKeyPath:@"position"];    ani.path = track.path;        ani.duration = duration;    ani.beginTime = beginTime;    ani.autoreverses = NO;    ani.repeatCount = CGFLOAT_MAX;    ani.calculationMode = kCAAnimationPaced;    ani.rotationMode = kCAAnimationRotateAuto;        [track addSublayer:car];    [car addAnimation:ani forKey:@"carAni"];        return ani;}- (void)didReceiveMemoryWarning {    [super didReceiveMemoryWarning];    // Dispose of any resources that can be recreated.}@end

 

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