在我目前的项目中,有两个主要的机制。一系列不断向上移动屏幕的对象,以及按下多个按钮移动2个对象的机制。对于向上移动屏幕的一系列对象,我使用了CADisplayLink,而对于其他机制则使用UIAnimation,但是当我运行我的项目时,我注意到UIAnimation干扰了与之关联的对象的移动。只要按下按钮,CADisplayLink就会瞬间完成。我该如何纠正这个问题?
以下是我对这两种机制的代码
-(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];
}
}
答案 0 :(得分:0)
我认为你使用CADisplayLink来实现所有的移动机制。
但是,将移动逻辑委托给对象,而不是拥有管理所有移动的父对象。这是您将在Unity中看到的模式。
在您的情况下,当CADisplayLink更新时,循环访问您的对象并在每个对象上调用update()方法。此更新方法将该对象向上移动5个点,就像BarMoving()所做的那样,处于正常状态。在拍打状态下,它逐渐移动到[241,37]。
当用户点击对象时,将其从正常状态更改为点击状态,设置初始速度,位置算法,目标点和上面提到的update()方法将处理点击移动。