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。如果您实际上是在创建游戏,您可能会想要研究 SpriteKit,因为它确实是为此量身定制的。然而,这可以通过普通的 UIKit 来完成。我已经测试了两种方法,它们都有效。
这两种方法在实际设备上的效果都比在模拟器上好得多
方法 1,更简单但精度稍差 在我的测试中慢了十分之一秒。
不是向 UIImageView 添加轻击手势,而是向超级视图添加手势。在数组属性中保留对块的引用,并检查是否有任何块被点击拦截。
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)
}
}
}
方法 2,最佳性能 SpriteKit 之外
在方法二中,您将 UIView 子类化,并将您的主视图设置为它而不是 UIView。您只需要覆盖一个方法。为了方便起见,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“块”。同样,如果您打算制作一个完整的游戏,您应该真正看看 SpriteKit。有一个非常简单的教程here 应该可以帮助您入门。如果您可以从我之前的答案中删除已接受的答案,这将有助于其他人不会走错路,除非他们只是想向非移动的 UIImageView 添加手势。