在UIImageView框架中的蒙版图像周围移动时,如何不通过<strong>与func相交进行检测?
我用来检测碰撞的代码:
movingPerson.frame.intersects(camera.frame)
movingPerson只是一个常规的UIImage,我通过touchesmoved的func来移动,而camera是一个蒙版的Image。 我尝试使用.bounds而不是.frame,但是它不起作用。
有什么简单的方法吗?
答案 0 :(得分:0)
如果您想使用“非常简单的方法”,请UIDynamicItem并提供一个限制图像的路径,并让UIDynamicAnimator为您处理碰撞。如果您不知道如何获取艺术品的路径(您的工作非常简单,您应该能够在Paintcode中,在Illustrator中手动或从SVG文件中自动提取Bezier坐标),则可以使用SpriteKit,因为它实际上会自动为您的精灵生成边界多边形。
编辑示例(请注意,我不想为此编写一个完整的应用程序,所以我在一个现有的操场上添加了对撞机。碰撞有效,但碰撞后的重置无效):
import UIKit
import PlaygroundSupport
class ObstacleView: UIView {
override var collisionBoundsType: UIDynamicItemCollisionBoundsType {
return .path
}
override var collisionBoundingPath: UIBezierPath {
return UIBezierPath(ovalIn: bounds)
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.size.width / 2
}
}
class ViewController: UIViewController {
var dynamicAnimator: UIDynamicAnimator!
var gravityBehavior: UIGravityBehavior!
var pushBehavior: UIPushBehavior!
var collisionBehavior: UICollisionBehavior!
lazy var player: UILabel = {
let label = UILabel()
label.text = ""
label.sizeToFit()
label.isUserInteractionEnabled = true
label.translatesAutoresizingMaskIntoConstraints = false
self.view.addSubview(label)
return label
}()
var isPanning = false
var anchor: CGPoint = .zero
let maxDistance = CGFloat(100)
lazy var obstacles: [UIView] = {
return (0..<2).map { index in
let view = ObstacleView(frame: CGRect(x:100 + CGFloat(index)*200,y:200, width: 40, height: 40))
view.backgroundColor = .blue
view.translatesAutoresizingMaskIntoConstraints = false
self.view.addSubview(view)
return view
}
}()
override func viewDidLoad() {
super.viewDidLoad()
dynamicAnimator = UIDynamicAnimator(referenceView: view)
dynamicAnimator.delegate = self
gravityBehavior = UIGravityBehavior(items: [player])
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(pan))
_ = obstacles
view.addGestureRecognizer(panGestureRecognizer)
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
anchor = view.center
player.center = anchor
}
@objc private func pan(recognizer: UIPanGestureRecognizer) {
switch recognizer.state {
case .began:
guard player.bounds.contains(recognizer.location(in: player)) else {
isPanning = false
return
}
isPanning = true
case .changed:
guard isPanning else {
return
}
player.center = recognizer.location(in: view)
let dx = player.center.x - anchor.x
let dy = player.center.y - anchor.y
let distance = CGFloat(hypotf(Float(dx), Float(dy)))
if distance > maxDistance {
player.center.x = anchor.x + dx / distance * maxDistance
player.center.y = anchor.y + dy / distance * maxDistance
}
case .ended:
guard isPanning else {
return
}
isPanning = false
let dx = player.center.x - anchor.x
let dy = player.center.y - anchor.y
let distance = CGFloat(hypotf(Float(dx), Float(dy)))
guard distance > 10 else {
player.center = anchor
return
}
if pushBehavior != nil {
dynamicAnimator.removeBehavior(pushBehavior)
}
pushBehavior = UIPushBehavior(items: [player], mode: .instantaneous)
pushBehavior.pushDirection = CGVector(dx: -dx, dy: -dy)
pushBehavior.magnitude = distance / maxDistance * 0.75
dynamicAnimator.addBehavior(pushBehavior)
dynamicAnimator.addBehavior(gravityBehavior)
collisionBehavior = UICollisionBehavior(items: [player] + obstacles)
collisionBehavior.translatesReferenceBoundsIntoBoundary = true
collisionBehavior.collisionDelegate = self
dynamicAnimator.addBehavior(collisionBehavior)
case .cancelled:
isPanning = false
player.center = anchor
default:
break
}
}
}
extension ViewController: UIDynamicAnimatorDelegate {
func dynamicAnimatorDidPause(_ animator: UIDynamicAnimator) {
dynamicAnimator.removeAllBehaviors()
player.center = anchor
}
}
extension ViewController: UICollisionBehaviorDelegate {
func collisionBehavior(_ behavior: UICollisionBehavior, beganContactFor item1: UIDynamicItem, with item2: UIDynamicItem, at p: CGPoint) {
print("contact")
}
}
PlaygroundPage.current.liveView = ViewController()
PlaygroundPage.current.needsIndefiniteExecution = true