CAEmitterLayer发出触摸事件随机所欲粒子
问题描述:
我试图建立一个CAEmitterLayer
做出纸屑效果,我碰到两个问题:CAEmitterLayer发出触摸事件随机所欲粒子
- 每当我设置我的细胞
birthRate
到一些非零的动画开始我会在屏幕上随机放置一些细胞,这会正常生成动画,然后发射器会继续正确地发射。 - 每当
emitterCells
正在屏幕上绘制东西时,无论何时我触摸屏幕,发射器都会在(看似)随机的位置绘制emitterCells
(随机时间)。发射器中没有任何东西与任何触摸事件相关联(即,我不是故意在触摸事件上绘制任何东西),但该图层位于具有多个嵌入视图的视图中。我触摸的越多,出现的细胞就越多。
这是我设立的发射器,然后启动和停止它的代码(一旦我叫停止功能,然后轻敲屏幕停火创造新的随机因素):
- (void)setupConfetti
{
self.confettiLayer = [CAEmitterLayer layer];
[self.view.layer addSublayer:self.confettiLayer];
[self.view.layer setNeedsDisplay];
self.confettiLayer.emitterPosition = CGPointMake(1024.0/2,-50.0);
self.confettiLayer.emitterSize = CGSizeMake(1000.0, 10.0);
self.confettiLayer.emitterShape = kCAEmitterLayerLine;
self.confettiLayer.renderMode =kCAEmitterLayerUnordered;
CAEmitterCell *confetti = [CAEmitterCell emitterCell];
confetti1.contents = (id)[[UIImage imageNamed:@"confetti.png"] CGImage];
confetti.emissionLongitude = M_PI;
confetti.emissionLatitude = 0;
confetti.lifetime = 5;
confetti.birthRate = 0.0;
confetti.velocity = 125;
confetti.velocityRange = 50;
confetti.yAcceleration = 50;
confetti.spin = 0.0;
confetti.spinRange = 10;
confetti.name = @"confetti1";
self.confettiLayer.emitterCells = [NSArray arrayWithObjects:confetti, nil];
}
要启动纸屑:
- (void)startConfettiAnimation
{
[self.confettiLayer setValue:[NSNumber numberWithInt:10.0] forKeyPath:@"emitterCells.confetti.birthRate"];
}
,并停止它:
- (void)stopConfettiAnimation
{
[self.confettiLayer setValue:[NSNumber numberWithInt:0.0] forKeyPath:@"emitterCells.confetti.birthRate"];
}
再一次,一旦开始,随机元素的初始乱舞后,这工作得很好:一切动画正常,并且当birthRate后来设置为零时,它会优雅地结束。它似乎只是对触摸事件做出响应,我不知道为什么。我已经尝试将emitterLayer添加到不同的视图,禁用该视图上的用户交互,然后将其添加为主视图的子视图,而这似乎不起作用。
任何帮助/见解将不胜感激!
感谢, 山姆
答
难道你不检查,看看是否粒子发射像Wenderlich例如阿图尔Ozieranski贴?只要支票已到位,我没有看到双倍数。
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setEmitterPositionFromTouch: [touches anyObject]];
[fireView setIsEmitting:YES];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setIsEmitting:NO];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setIsEmitting:NO];
}
-(void)setIsEmitting:(BOOL)isEmitting
{
//turn on/off the emitting of particles
[fireEmitter setValue:[NSNumber numberWithInt:isEmitting?200:0] forKeyPath:@"emitterCells.fire.birthRate"];
}
答
h文件
#import <UIKit/UIKit.h>
@interface DWFParticleView : UIView
-(void)setEmitterPositionFromTouch: (CGPoint*)t;
-(void)setIsEmitting:(BOOL)isEmitting;
@end
.m文件
#import "DWFParticleView.h"
#import <QuartzCore/QuartzCore.h>
@implementation DWFParticleView
{
CAEmitterLayer* fireEmitter; //1
}
-(void)awakeFromNib
{
//set ref to the layer
fireEmitter = (CAEmitterLayer*)self.layer; //2
//configure the emitter layer
fireEmitter.emitterPosition = CGPointMake(50, 50);
fireEmitter.emitterSize = CGSizeMake(10, 10);
CAEmitterCell* fire = [CAEmitterCell emitterCell];
fire.birthRate = 0;
fire.lifetime = 1.5;
fire.lifetimeRange = 0.3;
fire.color = [[UIColor colorWithRed:255 green:255 blue:255 alpha:0.1] CGColor];
fire.contents = (id)[[UIImage imageNamed:@"Particles_fire.png"] CGImage];
[fire setName:@"fire"];
fire.velocity =5;
fire.velocityRange = 20;
fire.emissionRange = M_PI_2;
fire.scaleSpeed = 0.1;
fire.spin = 0.5;
fireEmitter.renderMode = kCAEmitterLayerAdditive;
//add the cell to the layer and we're done
fireEmitter.emitterCells = [NSArray arrayWithObject:fire];
}
+ (Class) layerClass //3
{
//configure the UIView to have emitter layer
return [CAEmitterLayer class];
}
-(void)setEmitterPositionFromTouch: (CGPoint*)t
{
//change the emitter's position
fireEmitter.emitterPosition = (*t);
}
-(void)setIsEmitting:(BOOL)isEmitting
{
//turn on/off the emitting of particles
[fireEmitter setValue:[NSNumber numberWithInt:isEmitting?100:0] forKeyPath:@"emitterCells.fire.birthRate"];
}
@end
我使用此代码为创建自定义视图和发射杂色在 触摸
这里克莱斯是颗粒的排放调用语句上的触摸
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint p = [[touches anyObject] locationInView:self.view];
[fireView setEmitterPositionFromTouch: &p];
[fireView setIsEmitting:YES];
}
可能是它会为你工作。
答
我知道这是一个旧的帖子,但我也有这个问题。 Jackslash回答得好在这个岗位: iOS 7 CAEmitterLayer spawning particles inappropriately
你需要设置你的BEGINTIME发射层上在当前时间与CACurrentMediaTime开始()。看起来我们遇到了问题,因为过去已经开始发射。
emitter.beginTime = CACurrentMediaTime();
您是否发现此事?我也有同样的问题。看起来像是一个非常不必要的“功能”给我。 – 2012-08-16 00:16:24
也许在这篇文章的最后一篇评论之后的一年后,有人找到了这个问题的解决方案?我在使用CAEmitterLayer类的网络中创建的每个项目中都会看到此问题。你甚至可以试试这个教程:http://www.raywenderlich.com/6063/uikit-particle-systems-in-ios-5-tutorial。例如,从vc中删除触摸处理,并将birthRate降低到1,然后在任何地方开始录制。点击后所有活颗粒似乎都会增加一倍。该问题只出现在设备上,而不是模拟器中。 – 2013-05-29 21:01:13