(我刚刚开始使用Swift,并且对编程比较新,所以请耐心等待。)我试图在屏幕上显示随机块,用户必须点击它们才能使它们消失。我已经能够创建块,但我不知道如何实际使它们可以应用。有人可以帮帮我吗?到目前为止,这是我的代码:
func createBlock(){
let imageName = "block.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: xPosition, y: -50, width: size, height: size)
self.view.addSubview(imageView)
UIView.animateWithDuration(duration, delay: delay, options: options, animations: {
imageView.backgroundColor = UIColor.redColor()
imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
}, completion: { animationFinished in
imageView.removeFromSuperview()
})
}
这是新代码:
func createBlock(){
let imageName = "block.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: xPosition, y: -50, width: size, height: size)
self.view.addSubview(imageView)
imageView.userInteractionEnabled = true
let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("imageTapped"))
imageView.addGestureRecognizer(tapRecognizer)
func imageTapped(gestureRecognizer: UITapGestureRecognizer) {
let tappedImageView = gestureRecognizer.view!
tappedImageView.removeFromSuperview()
score += 10
}
UIView.animateWithDuration(duration, delay: delay, options: options, animations: {
imageView.backgroundColor = UIColor.redColor()
imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
}, completion: { animationFinished in
imageView.removeFromSuperview()
})
}
答案 0 :(得分:32)
创建视图后,您需要将其userInteractionEnabled属性设置为true。然后你需要附加一个手势。
imageView.userInteractionEnabled = true
//now you need a tap gesture recognizer
//note that target and action point to what happens when the action is recognized.
let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("imageTapped:"))
//Add the recognizer to your view.
imageView.addGestureRecognizer(tapRecognizer)
现在你仍然需要这个函数,在这种情况下是imageTapped:,这是识别手势时动作发生的地方。已识别的手势将作为参数发送,您可以找到从手势视图属性中点击的图像。
func imageTapped(gestureRecognizer: UITapGestureRecognizer) {
//tappedImageView will be the image view that was tapped.
//dismiss it, animate it off screen, whatever.
let tappedImageView = gestureRecognizer.view!
}
答案 1 :(得分:4)
在swift 3.0中:
imvEditName.isUserInteractionEnabled = true
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(imageTapped))
imvEditName.addGestureRecognizer(tapRecognizer)
目标方法:
func imageTapped(sender: UIImageView) {
print("image tapped")
}
答案 2 :(得分:2)
我之前的回答对于向UIImageView添加点击识别器仍然是准确的,但是对于动画视图来说,这还不够。如果您实际上正在创建一个游戏,那么您可能想要查看SpriteKit,因为它实际上是为此量身定制的。但是,这可以通过普通的UIKit来完成。我测试了两种方法,它们都有效。
这两种方法在实际设备上的效果要好于模拟器
方法1,更简单但稍微不那么精确 在我的测试中慢了十分之一。
不是向UIImageView添加点按手势,而是将手势添加到超级视图。在数组属性中保留对块的引用,并检查是否有任何块被窃听拦截。
class ViewController: UIViewController {
let size = CGFloat(40)
let xPosition = CGFloat(14)
let options = UIViewAnimationOptions.Autoreverse
var blocks = [UIImageView]()
override func viewDidLoad() {
super.viewDidLoad()
// Adding recognizer to the whole view.
let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("screenTapped:"))
view.addGestureRecognizer(tapRecognizer)
blocks.append(createBlock())
}
//changed to return the created block so it can be stored in an array.
func createBlock() -> UIImageView {
let imageName = "block.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: xPosition, y: -40, width: size, height: size)
self.view.addSubview(imageView)
UIView.animateWithDuration(2, delay: 0.0, options: options, animations: {
imageView.backgroundColor = UIColor.redColor()
imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
}, completion: { animationFinished in
imageView.removeFromSuperview()
self.blocks.append(self.createBlock())
})
return imageView
}
func screenTapped(gestureRecognizer: UITapGestureRecognizer) {
let tapLocation = gestureRecognizer.locationInView(view)
//This is to keep track of the blocks to remove from the array.
//If you remove them as you iterate the array, and you have more than
//one block to remove, you may end up removing the wrong block
//or with an index out of bounds.
var removeBlocks = [Int]()
for (index, block) in enumerate(blocks) {
//this is the frame of the view as we see it on screen.
//unfortunately block.frame is not where we see it making a recognizer
//on the block itself not work.
if block.layer.presentationLayer().frame.contains(tapLocation) {
//Then this block was clicked.
block.removeFromSuperview()
removeBlocks.append(index)
}
}
//get the indexes ro remove backwards so we are removing from
//back to front.
for index in removeBlocks.reverse() {
blocks.removeAtIndex(index)
}
}
}
SpriteKit之外的方法2,最佳性能
在方法二中,您将UIView子类化,并将主视图设置为它而不是UIView。您只需要覆盖单个方法。为方便起见,我将块数组存储在视图中。
首先是TouchView。
import UIKit
class TouchView: UIView {
var blocks = [UIImageView]()
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
// ignoring multiple touches for now
if touches.count == 1 {
if let touch = touches.first as? UITouch {
let touchLocation = touch.locationInView(self)
//This is to keep track of the blocks to remove from the array.
//If you remove them as you iterate the array, and you have more than
//one block to remove, you may end up removing the wrong block
//or with an index out of bounds.
var removeBlocks = [Int]()
for (index, block) in enumerate(blocks) {
//this is the frame of the view as we see it on screen.
//unfortunately block.frame is not where we see it making a recognizer
//on the block itself not work.
if block.layer.presentationLayer().frame.contains(touchLocation) {
//Then this block was clicked.
block.removeFromSuperview()
removeBlocks.append(index)
}
}
//get the indexes ro remove backwards so we are removing from
//back to front.
for index in removeBlocks.reverse() {
blocks.removeAtIndex(index)
}
}
}
}
}
现在ViewController看起来像:
import UIKit
class ViewController: UIViewController {
let size = CGFloat(40)
let xPosition = CGFloat(14)
let options = UIViewAnimationOptions.Autoreverse
var blocks = [UIImageView]()
// computed get only property for conveniece of accessing block array
var touchView:TouchView {
get {
return self.view as! TouchView
}
}
override func viewDidLoad() {
super.viewDidLoad()
touchView.blocks.append(createBlock())
// Do any additional setup after loading the view, typically from a nib.
}
func createBlock() -> UIImageView {
let imageName = "block.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: xPosition, y: -40, width: size, height: size)
self.view.addSubview(imageView)
UIView.animateWithDuration(2, delay: 0.0, options: options, animations: {
imageView.backgroundColor = UIColor.redColor()
imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
}, completion: { animationFinished in
imageView.removeFromSuperview()
self.touchView.blocks.append(self.createBlock())
})
return imageView
}
}
在我的测试中,这似乎工作得很好,即使是快速动画的&#34;块&#34;。再说一遍,如果你打算制作一款完整的游戏,你应该真正看看SpriteKit。有一个非常简单的教程here可以帮助您入门。如果您可以从我之前的答案中删除接受的答案,这将有助于其他人不要走错路径,除非他们只是想要向不移动的UIImageView添加手势。
答案 3 :(得分:1)
而是使用UIImageView
,您可以尝试使用Custome UIButton
并用您的默认按钮图像替换。因此,您不需要为每个UIImageView添加UITapGestureRecognizer
。与这种方法相比,@ JeremyPope的方法实际上更有效。
处理UIButton
非常简单,它是UIControl
的子类,因此有hide
和enabled
等属性,您可以按照自己的方式操作它们。
您需要做的是以编程方式创建UIButton
,就像您创建UIImageView
一样。创建它们的方式类似于UIImageView
,请在create UIButton programmaticly in Swift上阅读更多内容。
下图是自定义UIButton
的外观。
如果您需要更多信息,请留言。
答案 4 :(得分:1)
默认情况下,未启用图像视图用户交互,因此请务必将其关闭。
let myImageView = UIImageView()
myImageView.isUserInteractionEnabled = true