我想创建一个动画,其中一个对象沿path
. 我遇到的麻烦是使这种path
动态意味着它适用于所有屏幕尺寸。
上图中的飞船path
最初呈“U”形。
我使用这个“U”形path
并且它可以工作,这里是代码:
func animateAlongPath() {
// Create and add image to view
let myImage = UIImage(named: "myImage")!
let myImageView = UIImageView(image: myImage)
myImageView.frame = CGRect(x: 100, y: 100, width: myImage.size.width, height: myImage.size.height)
holderView.addSubview(myImageView)
// Create "U" shape path for animation (path code created in PaintCode)
let path = UIBezierPath()
path.moveToPoint(CGPointMake(59.5, 81.5))
path.addCurveToPoint(CGPointMake(66.5, 91.5), controlPoint1: CGPointMake(63.64, 84.13), controlPoint2: CGPointMake(62.62, 85.9))
path.addCurveToPoint(CGPointMake(81.5, 110.5), controlPoint1: CGPointMake(72.31, 99.88), controlPoint2: CGPointMake(75.91, 103.08))
path.addCurveToPoint(CGPointMake(109.5, 142.5), controlPoint1: CGPointMake(88.44, 119.71), controlPoint2: CGPointMake(102.39, 135.23))
path.addCurveToPoint(CGPointMake(145.5, 156.5), controlPoint1: CGPointMake(122.47, 155.76), controlPoint2: CGPointMake(129.15, 157.54))
path.addCurveToPoint(CGPointMake(237.5, 81.5), controlPoint1: CGPointMake(185.04, 153.99), controlPoint2: CGPointMake(237.5, 81.5))
let pathAnimation = CAKeyframeAnimation(keyPath: "position")
pathAnimation.path = path.CGPath // Use "U" shape path for animation
pathAnimation.calculationMode = kCAAnimationPaced
pathAnimation.timingFunctions = [CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)]
pathAnimation.duration = 1
pathAnimation.removedOnCompletion = false
pathAnimation.fillMode = kCAFillModeForwards
myImageView.layer.addAnimation(pathAnimation, forKey: nil)
myImageView.layer.position = path.currentPoint
}
问题是UIBezierPath
不是动态的。它适用于 iPhone 6 设备屏幕尺寸,但不适用于任何其他设备尺寸,因为它是静态的。我尝试使用 PaintCode 创建带有变量的动态路径,但无法让它工作。
有任何想法吗?