Swift - 动画化动态创建的 UIImageView
Swift - Animate dynamically created UIImageView
最初,当我只是为我拥有的一个 UIImageView 设置动画时,我就使用了这段代码。但是后来我将其更改为为几个动态创建的 UIImageView 制作动画,但是由于它们是在 for 循环内动态创建的,所以我发现很难像最初那样为它们制作动画。
override func viewDidLoad() {
super.viewDidLoad()
var sprite: UIImage = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
for var i = 0; i < locations.count; i++ {
println(locations[i]["locationx"])
var locationx = locations[i]["locationx"] as String
var locationy = locations[i]["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite: UIImageView
mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
}
func flash() {
var mapSprite:UIImageView?
if mapSprite?.alpha == 1 {
mapSprite?.alpha = 0
} else {
mapSprite?.alpha = 1
}
}
这不起作用,因为 flash 函数中的 mapSprite 与 for 循环中的不同。我怎样才能在 for 循环中引用那个然后为它设置动画?或者会有比我目前正在做的更好的选择吗?
非常感谢!
编辑
使用 Xcode 6.2
您需要将视图存储到 属性 中,然后在每次触发计时器事件时枚举 属性
var sprites: [UIImageView]?
override func viewDidLoad() {
super.viewDidLoad()
var sprite = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
self.sprites = map(locations) {
var locationx = [=10=]["locationx"] as String
var locationy = [=10=]["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
return mapSprite
}
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
func flash() {
if let sprites = self.sprites {
for sprite in sprites {
sprite.alpha = sprite.alpha == 0 ? 1 : 0
}
}
}
最初,当我只是为我拥有的一个 UIImageView 设置动画时,我就使用了这段代码。但是后来我将其更改为为几个动态创建的 UIImageView 制作动画,但是由于它们是在 for 循环内动态创建的,所以我发现很难像最初那样为它们制作动画。
override func viewDidLoad() {
super.viewDidLoad()
var sprite: UIImage = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
for var i = 0; i < locations.count; i++ {
println(locations[i]["locationx"])
var locationx = locations[i]["locationx"] as String
var locationy = locations[i]["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite: UIImageView
mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
}
func flash() {
var mapSprite:UIImageView?
if mapSprite?.alpha == 1 {
mapSprite?.alpha = 0
} else {
mapSprite?.alpha = 1
}
}
这不起作用,因为 flash 函数中的 mapSprite 与 for 循环中的不同。我怎样才能在 for 循环中引用那个然后为它设置动画?或者会有比我目前正在做的更好的选择吗?
非常感谢!
编辑 使用 Xcode 6.2
您需要将视图存储到 属性 中,然后在每次触发计时器事件时枚举 属性
var sprites: [UIImageView]?
override func viewDidLoad() {
super.viewDidLoad()
var sprite = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
self.sprites = map(locations) {
var locationx = [=10=]["locationx"] as String
var locationy = [=10=]["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
return mapSprite
}
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
func flash() {
if let sprites = self.sprites {
for sprite in sprites {
sprite.alpha = sprite.alpha == 0 ? 1 : 0
}
}
}