iOS CAEmitterLayer 實現粒子發射動畫效果


iOS CAEmitterLayer 實現粒子發射動畫效果

效果圖

代碼已上傳 GitHub:https://github.com/Silence-GitHub/CoreAnimationDemo

動畫效果用 CAEmitterLayer 實現。CAEmitterLayer 顯示粒子發射動畫,具體的粒子由 CAEmitterCell 封裝。代碼示例是展示 CAEmitterLayer 如何使用。為了方便,直接在控制器(UIViewController)中設置 CAEmitterLayer。如果在項目中使用,有時在自定義視圖(UIView)中加入 CAEmitterLayer 比較合理,例如自定義點贊按鈕,可以精簡控制器的代碼。

下雨動畫效果

這里的雨勻速下落,雨的密度逐漸變化。

給控制器添加類型為 CAEmitterLayer 的屬性 rainLayer,在 viewDidLoad 方法中對此屬性進行初始化

private var rainLayer: CAEmitterLayer!

private func setupRainLayer() {
	// 粒子發射圖層
	rainLayer = CAEmitterLayer()
	// 發射器形狀為線形,默認發射方向向上
	rainLayer.emitterShape = kCAEmitterLayerLine
	// 從發射器的輪廓發射粒子
	rainLayer.emitterMode = kCAEmitterLayerOutline
	// 優先渲染舊的粒子
	rainLayer.renderMode = kCAEmitterLayerOldestFirst
	// 發射位置
	// 對於線形發射器,線的兩端點分別為
	// (emitterPosition.x - emitterSize.width/2, emitterPosition.y, emitterZPosition)和
	// (emitterPosition.x + emitterSize.width/2, emitterPosition.y, emitterZPosition)
	rainLayer.emitterPosition = CGPoint(x: view.bounds.midX, y: 0)
	// 發射器大小
	rainLayer.emitterSize = CGSize(width: view.bounds.width, height: 0)
	// 粒子生成速率的倍數,一開始不發射,設置為零
	rainLayer.birthRate = 0
	
	// 發射的粒子
	let cell = CAEmitterCell()
	// 粒子顯示的內容,設置CGImage,顯示圖片
	cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
	// 粒子縮放倍數
	cell.scale = 0.1
	// 粒子壽命,單位是秒
	cell.lifetime = 5
	// 粒子生成速率,單位是個/秒,實際顯示效果要乘以CAEmitterLayer的birthRate
	cell.birthRate = 1000
	// 粒子速度
	cell.velocity = 500
	// 粒子發射角度,正值表示順時針方向
	cell.emissionLongitude = CGFloat.pi
	
	// 圖層要發射1種粒子
	rainLayer.emitterCells = [cell]
	// 添加粒子發射圖層
	view.layer.addSublayer(rainLayer)
}

點擊按鈕開始或停止動畫。用 CABasicAnimation 使粒子生成速率的倍數漸變,達到雨逐漸變大或變小的效果

@IBAction func rainButtonClicked(_ sender: UIButton) {
	// 連續調用此方法會影響雨變大或變小的連貫性,所以禁止連續點擊按鈕
	sender.isUserInteractionEnabled = false
	// 	粒子生成速率漸變動畫
	let birthRateAnimation = CABasicAnimation(keyPath: "birthRate")
	birthRateAnimation.duration = 3
	if rainLayer.birthRate == 0 {
		// 雨變大
		birthRateAnimation.fromValue = 0
		birthRateAnimation.toValue = 1
        rainLayer.birthRate = 1
    } else {
    	// 雨變小
        birthRateAnimation.fromValue = 1
        birthRateAnimation.toValue = 0
        rainLayer.birthRate = 0
    }
    // 加入動畫
    rainLayer.add(birthRateAnimation, forKey: "birthRate")
    // 動畫時長過后恢復按鈕可點擊狀態
    DispatchQueue.main.asyncAfter(deadline: .now() + birthRateAnimation.duration) { [weak self] in
        guard self != nil else { return }
        sender.isUserInteractionEnabled = true
    }
}

發射一圈粒子動畫效果

給控制器添加類型為 CAEmitterLayer 的屬性 centerHeartLayer,在 viewDidLoad 方法中對此屬性進行初始化

private var centerHeartLayer: CAEmitterLayer!

private func setupCenterHeartLayer() {
	centerHeartLayer = CAEmitterLayer()
	// 發射器形狀為圓形,默認向四周發射粒子
	centerHeartLayer.emitterShape = kCAEmitterLayerCircle
	centerHeartLayer.emitterMode = kCAEmitterLayerOutline
	centerHeartLayer.renderMode = kCAEmitterLayerOldestFirst
	// 發射器位置
	// 對於圓形發射器
	// 圓心位於(emitterPosition.x, emitterPosition.y, emitterZPosition)
	// 半徑為emitterSize.width
	centerHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX, y: view.bounds.midY)
	centerHeartLayer.emitterSize = centerHeartButton.frame.size
	centerHeartLayer.birthRate = 0
	
	let cell = CAEmitterCell()
	cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
	cell.lifetime = 1
	cell.birthRate = 2000
	cell.scale = 0.05
	// 粒子縮放倍數每秒減小0.02,粒子逐漸縮小
	cell.scaleSpeed = -0.02
	// 粒子透明度每秒減小1,粒子逐漸變透明
	cell.alphaSpeed = -1
	cell.velocity = 30
	
	centerHeartLayer.emitterCells = [cell]
	view.layer.addSublayer(centerHeartLayer)
}

點擊按鈕開始動畫

@IBAction func centerHeartButtonClicked(_ sender: UIButton) {
	sender.isUserInteractionEnabled = false
	// 設置動畫開始時間,否則會有太多粒子
	centerHeartLayer.beginTime = CACurrentMediaTime()
	// 開始生成粒子
	centerHeartLayer.birthRate = 1
	// 一段時間后停止生成粒子
	DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { [weak self] in
		guard let strongSelf = self else { return }
		strongSelf.centerHeartLayer.birthRate = 0
	}
	DispatchQueue.main.asyncAfter(deadline: .now() + 1) { [weak self] in
        guard self != nil else { return }
		sender.isUserInteractionEnabled = true
	}
}

向上發射一個粒子動畫效果

給控制器添加類型為 CAEmitterLayer 的屬性 leftHeartLayer,在 viewDidLoad 方法中對此屬性進行初始化

private var leftHeartLayer: CAEmitterLayer!

private func setupLeftHeartLayer() {
	leftHeartLayer = CAEmitterLayer()
	// 點狀發射器,默認發射方向向右
	// 這句可以省略,點狀是默認值
	leftHeartLayer.emitterShape = kCAEmitterLayerPoint
	// 從發射器中的一點發射粒子
	// 這句可以省略,是默認值
	leftHeartLayer.emitterMode = kCAEmitterLayerVolume
	leftHeartLayer.renderMode = kCAEmitterLayerOldestFirst
	// 發射器位置
	// 對於點狀發射器,發射點在(emitterPosition.x, emitterPosition.y, emitterZPosition)
	leftHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX * 0.5, y: view.bounds.midY)
	leftHeartLayer.birthRate = 0
	
	let cell = CAEmitterCell()
	cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
	cell.scale = 0.5
	cell.lifetime = 1
	// 1秒發射1個粒子
	cell.birthRate = 1
	cell.alphaSpeed = -1
	cell.velocity = 50
	cell.emissionLongitude = -CGFloat.pi / 2
	
	leftHeartLayer.emitterCells = [cell]
	view.layer.addSublayer(leftHeartLayer)
}

點擊按鈕開始動畫

@IBAction func leftHeartButtonClicked(_ sender: UIButton) {
	sender.isUserInteractionEnabled = false
	// 從上1秒開始動畫,使按鈕點擊后立即發射粒子
	leftHeartLayer.beginTime = CACurrentMediaTime() - 1
	leftHeartLayer.birthRate = 1
	DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { [weak self] in
		guard let strongSelf = self else { return }
		strongSelf.leftHeartLayer.birthRate = 0
	}
	DispatchQueue.main.asyncAfter(deadline: .now() + 1) { [weak self] in
		guard self != nil else { return }
		sender.isUserInteractionEnabled = true
	}
}

向上發射幾個粒子動畫效果

給控制器添加類型為 CAEmitterLayer 的屬性 rightHeartLayer,在 viewDidLoad 方法中對此屬性進行初始化

private var rightHeartLayer: CAEmitterLayer!

private func setupRightHeartLayer() {
	rightHeartLayer = CAEmitterLayer()
	rightHeartLayer.renderMode = kCAEmitterLayerOldestFirst
	rightHeartLayer.emitterPosition = CGPoint(x: view.bounds.midX * 1.5, y: view.bounds.midY)
	rightHeartLayer.birthRate = 0
	
	let cell = CAEmitterCell()
	cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
	cell.scale = 0.5
	cell.lifetime = 1
	cell.birthRate = 5
	cell.alphaSpeed = -1
	cell.velocity = 50
	cell.emissionLongitude = -CGFloat.pi / 2
	// 粒子發射角度的變化范圍
	cell.emissionRange = CGFloat.pi / 4
	
	rightHeartLayer.emitterCells = [cell]
	view.layer.addSublayer(rightHeartLayer)
}

點擊按鈕開始動畫

@IBAction func rightHeartButtonClicked(_ sender: UIButton) {
	sender.isUserInteractionEnabled = false
	// 1秒發射5個粒子,0.2秒發射1個粒子,從上0.2秒開始動畫,使按鈕點擊后立即發射粒子
	rightHeartLayer.beginTime = CACurrentMediaTime() - 0.2
	rightHeartLayer.birthRate = 1
	DispatchQueue.main.asyncAfter(deadline: .now() + 0.8) { [weak self] in
		guard let strongSelf = self else { return }
		strongSelf.rightHeartLayer.birthRate = 0
	}
	DispatchQueue.main.asyncAfter(deadline: .now() + 1.6) { [weak self] in
		guard self != nil else { return }
		sender.isUserInteractionEnabled = true
	}
}

拋物線粒子動畫效果

實現拋物線動畫需要給粒子加上重力加速度。此外,這里還加入粒子旋轉效果,同時發射兩種粒子。

給控制器添加類型為 CAEmitterLayer 的屬性 gravityLayer,在 viewDidLoad 方法中對此屬性進行初始化

private var gravityLayer: CAEmitterLayer!

private func setupGravityLayer() {
	gravityLayer = CAEmitterLayer()
	gravityLayer.renderMode = kCAEmitterLayerOldestFirst
	gravityLayer.emitterPosition = CGPoint(x: 0, y: view.bounds.maxY)
	gravityLayer.birthRate = 0
	
	let cell = CAEmitterCell()
	cell.contents = #imageLiteral(resourceName: "Heart_red").cgImage
	cell.scale = 0.5
	cell.lifetime = 10
	cell.alphaSpeed = -0.1
	cell.birthRate = 10
	cell.velocity = 100
	// y軸方法的加速度,模擬重力加速度
	cell.yAcceleration = 20
	cell.emissionLongitude = -CGFloat.pi / 4
	cell.emissionRange = CGFloat.pi / 4
	// 粒子旋轉角速度,單位是弧度/秒,正值表示順時針旋轉
	// 這句可以省略,默認值是零
	cell.spin = 0
	// 粒子旋轉角速度變化范圍
	cell.spinRange = CGFloat.pi * 2
	
	let cell2 = CAEmitterCell()
	cell2.contents = #imageLiteral(resourceName: "Heart_blue").cgImage
	cell2.scale = 0.3
	cell2.lifetime = 20
	cell2.alphaSpeed = -0.05
	cell2.birthRate = 5
	cell2.velocity = 135
	cell2.yAcceleration = 20
	cell2.emissionLongitude = -CGFloat.pi / 4
	cell2.emissionRange = CGFloat.pi / 4
	cell2.spin = 0
	cell2.spinRange = CGFloat.pi * 2
	
	// 圖層要發射2種粒子
	gravityLayer.emitterCells = [cell, cell2]
	view.layer.addSublayer(gravityLayer)
}

點擊開始或停止動畫

@IBAction func gravityButtonClicked(_ sender: UIButton) {
	if gravityLayer.birthRate == 0 {
		gravityLayer.beginTime = CACurrentMediaTime()
		gravityLayer.birthRate = 1
	} else {
		gravityLayer.birthRate = 0
	}
}

以上是動畫的實現方法,代碼已上傳 GitHub:https://github.com/Silence-GitHub/CoreAnimationDemo

轉載請注明出處:http://www.cnblogs.com/silence-cnblogs/p/6971533.html


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