看到一個大神寫的代碼,引用過來讓你們看看!框架
// 一、CAShapeLayer是一種特殊的層,能夠在上面渲染圖形。dom
// 二、CAShapeLayer繼承自CALayer,可以使用CALayer的全部屬性。性能
// 三、CAShapeLayer須要和貝塞爾曲線配合使用纔有意義,貝塞爾曲線爲其提供渲染的圖形。動畫
// 四、使用CAShapeLayer與貝塞爾曲線能夠實現再也不view的drawRect方法中畫出一些想要的圖形。ui
// 關於CAShapeLayer和drawRect的比較:atom
// 在drawRect中繪製圖形調用CoreGraphics框架中得方法,佔用CPU,消耗性能大;spa
// CAShapeLayer屬於CoreAnimation框架,經過GPU來渲染圖形,節省性能。動畫渲染直接提交給GPU,不消耗內存。code
// 一、CAGradientLayer是一種特殊的層,用於渲染漸變效果。orm
// 二、CAGradientLayer繼承自CALayer,可以使用CALayer全部的屬性。blog
// 三、CAGradientLayer是除了在圖形上下文繪製漸變效果外的另外一種方法,它不須要藉助圖形上下文,是直接渲染在層上的,所以易於使用。
#import "ViewController.h" #define k_SCREEN_HEIGHT [UIScreen mainScreen].bounds.size.height #define k_LAND_BEGIN_HEIGHT k_SCREEN_HEIGHT - 20 #define k_SIZE self.view.frame.size @interface ViewController () @property(strong,nonatomic)CALayer * landLayer; @property(strong,nonatomic)CAShapeLayer * greenTrack; @property(strong,nonatomic)CAShapeLayer * yellowTrack; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor = [UIColor lightGrayColor]; // 初始化背景漸變的天空 [self initBackgroundSky]; // 初始化雪山 [self initSnowberg]; // 加載草坪 [self initLawn]; // 加載大地 [self initLand]; // 加載黃色軌道 [self initYellowTrack]; // 加載綠色軌道 [self initGreenTrack]; // 點綴小樹 [self initTree]; // 啓動雲彩 [self initCloudAnimation]; // 添加黃色軌道小車動畫 CACurrentMediaTime系統內建時間 [self carAnimationWith:@"car" TrackLayer:_yellowTrack AnimationDuration:8.0 BeginTime:CACurrentMediaTime()]; // 添加綠色軌道小車動畫 [self carAnimationWith:@"otherCar" TrackLayer:_greenTrack AnimationDuration:5.0 BeginTime:CACurrentMediaTime()]; } // 初始化背景天空漸變色 - (void)initBackgroundSky{ CAGradientLayer * backgroundLayer = [[CAGradientLayer alloc] init]; // 設置背景漸變色層的大小。要減去屏幕最下方土地那條水平線的高度 backgroundLayer.frame = CGRectMake(0, 0, k_SIZE.width, k_LAND_BEGIN_HEIGHT); UIColor * lightColor = [UIColor colorWithRed:40.0 / 255.0 green:150.0 / 255.0 blue:200.0 / 255.0 alpha:1.0]; UIColor * darkColor = [UIColor colorWithRed:255.0 / 255.0 green:250.0 / 255.0 blue:250.0 / 255.0 alpha:1.0]; backgroundLayer.colors = @[(__bridge id)lightColor.CGColor,(__bridge id)darkColor.CGColor]; // 讓變色層成45度角變色 backgroundLayer.startPoint = CGPointMake(0, 0); backgroundLayer.endPoint = CGPointMake(1, 1); [self.view.layer addSublayer:backgroundLayer]; } //初始化雪山,有兩個雪山 - (void)initSnowberg { // 左邊第一座山頂,其實就是一個白色的三角形 CAShapeLayer * leftSnowberg = [[CAShapeLayer alloc] init]; UIBezierPath * leftSnowbergPath = [[UIBezierPath alloc] init]; // 把bezierpath的起點移動到雪山左下角 [leftSnowbergPath moveToPoint:CGPointMake(0, k_SIZE.height - 120)]; // 畫一條線到山頂 [leftSnowbergPath addLineToPoint:CGPointMake(100, 100)]; // 畫一條線到右下角->左下角->閉合 [leftSnowbergPath addLineToPoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)]; [leftSnowbergPath addLineToPoint:CGPointMake(0, k_LAND_BEGIN_HEIGHT)]; [leftSnowbergPath closePath]; leftSnowberg.path = leftSnowbergPath.CGPath; leftSnowberg.fillColor = [UIColor whiteColor].CGColor; [self.view.layer addSublayer:leftSnowberg]; // 開始畫山體沒有被雪覆蓋的部分 CAShapeLayer * leftSnowbergBody = [[CAShapeLayer alloc] init]; UIBezierPath * leftSnowbergBodyPath = [[UIBezierPath alloc] init]; // 把bezierpath的起點移動到雪山左下角相同的位置 CGPoint startPoint = CGPointMake(0, k_SIZE.height - 120); CGPoint endPoint = CGPointMake(100, 100); CGPoint firstPathPoint = [self calculateWithXValue:20 startPoint:startPoint endpoint:endPoint]; [leftSnowbergBodyPath moveToPoint:startPoint]; [leftSnowbergBodyPath addLineToPoint:firstPathPoint]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(60, firstPathPoint.y)]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(100, firstPathPoint.y + 30)]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(140, firstPathPoint.y)]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(180, firstPathPoint.y - 20)]; CGPoint secondPathPoint = [self calculateWithXValue:(k_SIZE.width / 2 - 125) startPoint:endPoint endpoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(secondPathPoint.x - 30, firstPathPoint.y)]; [leftSnowbergBodyPath addLineToPoint:secondPathPoint]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(k_SIZE.width / 2, k_LAND_BEGIN_HEIGHT)]; [leftSnowbergBodyPath addLineToPoint:CGPointMake(0, k_LAND_BEGIN_HEIGHT)]; [leftSnowbergBodyPath closePath]; leftSnowbergBody.path = leftSnowbergBodyPath.CGPath; UIColor * snowColor = [UIColor colorWithDisplayP3Red:139.0 /255.0 green:92.0 /255.0 blue:0.0 /255.0 alpha:1.0]; leftSnowbergBody.fillColor = snowColor.CGColor; [self.view.layer addSublayer:leftSnowbergBody]; // 中間的山 CAShapeLayer * middleSnowberg = [[CAShapeLayer alloc] init]; UIBezierPath * middleSnowbergPath = [[UIBezierPath alloc] init]; // 把bezierpath的起點移動到雪山左下角。而後畫一條線到山頂,再畫一條線到右下角,閉合。 CGPoint middleStartPoint = CGPointMake(k_SIZE.width / 3, k_LAND_BEGIN_HEIGHT); CGPoint middleTopPoint = CGPointMake(k_SIZE.width /2, 200); CGPoint middleEndPoint = CGPointMake(k_SIZE.width / 1.2, k_LAND_BEGIN_HEIGHT); [middleSnowbergPath moveToPoint:middleStartPoint]; [middleSnowbergPath addLineToPoint:middleTopPoint]; [middleSnowbergPath addLineToPoint:middleEndPoint]; [middleSnowbergPath closePath]; middleSnowberg.path = middleSnowbergPath.CGPath; middleSnowberg.fillColor = [UIColor whiteColor].CGColor; [self.view.layer insertSublayer:middleSnowberg above:leftSnowbergBody]; // 開始畫山體沒有被雪覆蓋的部分 CAShapeLayer * middleSnowbergBody = [[CAShapeLayer alloc] init]; UIBezierPath * middleSnowbergBodyPath = [[UIBezierPath alloc] init]; // 把bezierpath的起點移動到雪山左下角相同的位置 [middleSnowbergBodyPath moveToPoint:middleStartPoint]; CGPoint middleFirstPathPoint = [self calculateWithXValue:(middleStartPoint.x + 70) startPoint:middleStartPoint endpoint:middleTopPoint]; [middleSnowbergBodyPath addLineToPoint:middleFirstPathPoint]; [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 20, middleFirstPathPoint.y)]; [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 50, middleFirstPathPoint.y + 30)]; [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 80, middleFirstPathPoint.y - 10)]; [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleFirstPathPoint.x + 120, middleFirstPathPoint.y + 20)]; CGPoint middleSecondPathPoint = [self calculateWithXValue:(middleEndPoint.x - 120) startPoint:middleTopPoint endpoint:middleEndPoint]; [middleSnowbergBodyPath addLineToPoint:CGPointMake(middleSecondPathPoint.x - 30, middleSecondPathPoint.y)]; [middleSnowbergBodyPath addLineToPoint:middleSecondPathPoint]; [middleSnowbergBodyPath addLineToPoint:middleEndPoint]; [middleSnowbergBodyPath closePath]; middleSnowbergBody.path = middleSnowbergBodyPath.CGPath; UIColor * middleSnowColor = [UIColor colorWithDisplayP3Red:125.0 /255.0 green:87.0 /255.0 blue:7.0 /255.0 alpha:1.0]; middleSnowbergBody.fillColor = middleSnowColor.CGColor; [self.view.layer insertSublayer:middleSnowbergBody above:middleSnowberg]; } //根據起始點,算出指定的x在這條線段上對應的y。返回這個point。知道兩點,根據兩點座標,求出兩點連線的斜率。y=kx+b求出點座標。 - (CGPoint)calculateWithXValue:(CGFloat)xvalue startPoint:(CGPoint)startPoint endpoint:(CGPoint)endpoint{ // 求出兩點連線的斜率 CGFloat k = (endpoint.y - startPoint.y) / (endpoint.x - startPoint.x); CGFloat b = startPoint.y - startPoint.x * k; CGFloat yvalue = k * xvalue + b; return CGPointMake(xvalue, yvalue); } //初始化草坪 - (void)initLawn { CAShapeLayer * leftLawn = [[CAShapeLayer alloc] init]; UIBezierPath * leftLawnPath = [[UIBezierPath alloc] init]; CGPoint leftStartPoint = CGPointMake(0, k_LAND_BEGIN_HEIGHT); [leftLawnPath moveToPoint:leftStartPoint]; [leftLawnPath addLineToPoint:CGPointMake(0, k_SIZE.height - 100)]; // 畫一個二次貝塞爾曲線 [leftLawnPath addQuadCurveToPoint:CGPointMake(k_SIZE.width / 3.0, k_LAND_BEGIN_HEIGHT) controlPoint:CGPointMake(k_SIZE.width / 5.0, k_SIZE.height - 100)]; leftLawn.path = leftLawnPath.CGPath; leftLawn.fillColor = [UIColor colorWithDisplayP3Red:82.0 / 255.0 green:177.0 / 255.0 blue:52.0 / 255.0 alpha:1.0].CGColor; [self.view.layer addSublayer:leftLawn]; CAShapeLayer * rightLawn = [[CAShapeLayer alloc] init]; UIBezierPath * rightLawnPath = [[UIBezierPath alloc] init]; [rightLawnPath moveToPoint:leftStartPoint]; // 畫一個二次貝塞爾曲線 [rightLawnPath addQuadCurveToPoint:CGPointMake(k_SIZE.width, k_SIZE.height - 80) controlPoint:CGPointMake(k_SIZE.width / 2.0, k_SIZE.height - 100)]; [rightLawnPath addLineToPoint:CGPointMake(k_SIZE.width, k_LAND_BEGIN_HEIGHT)]; rightLawn.path = rightLawnPath.CGPath; rightLawn.fillColor = [UIColor colorWithDisplayP3Red:92.0/255.0 green:195.0/255.0 blue:52.0/255.0 alpha:1.0].CGColor; [self.view.layer insertSublayer:rightLawn above:leftLawn]; } //初始化土地 - (void)initLand { _landLayer = [[CALayer alloc] init]; _landLayer.frame = CGRectMake(0, k_LAND_BEGIN_HEIGHT, k_SIZE.width, 20); _landLayer.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"ground"]].CGColor; [self.view.layer addSublayer:_landLayer]; } //初始化黃色軌道 - (void)initYellowTrack { _yellowTrack = [[CAShapeLayer alloc] init]; _yellowTrack.lineWidth = 5; _yellowTrack.strokeColor = [UIColor colorWithDisplayP3Red:210.0 / 255.0 green:179.0 / 255.0 blue:54.0 / 255.0 alpha:1.0].CGColor; UIBezierPath * trackPath = [[UIBezierPath alloc] init]; // 畫一個三次貝塞爾曲線 + 一個二次貝塞爾曲線 // 左側兩個拐彎的三次貝塞爾曲線 [trackPath moveToPoint:CGPointMake(0, k_SIZE.height - 60)]; [trackPath addCurveToPoint:CGPointMake(k_SIZE.width / 1.5, k_SIZE.height / 2.0 - 20) controlPoint1:CGPointMake(k_SIZE.width / 6.0, k_SIZE.height - 200) controlPoint2:CGPointMake(k_SIZE.width / 3.0, k_SIZE.height + 50)]; // 右側一個彎度的二次貝塞爾曲線 [trackPath addQuadCurveToPoint:CGPointMake(k_SIZE.width + 50, k_SIZE.height / 3.0) controlPoint:CGPointMake(k_SIZE.width - 100, 50)]; [trackPath addLineToPoint:CGPointMake(k_SIZE.width + 10, k_SIZE.height + 10)]; [trackPath addLineToPoint:CGPointMake(0, k_SIZE.height + 10)]; _yellowTrack.fillColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"yellow"]].CGColor; _yellowTrack.path = trackPath.CGPath; [self.view.layer insertSublayer:_yellowTrack below:_landLayer]; // 爲了可以讓弧線更好看一點,須要加入鏤空的虛線 CAShapeLayer * trackLine = [[CAShapeLayer alloc] init]; trackLine.lineCap = kCALineCapRound; trackLine.strokeColor = [UIColor whiteColor].CGColor; trackLine.lineDashPattern = @[@1.0,@6.0]; //寬度,間距 trackLine.lineWidth = 2.5; trackLine.fillColor = [UIColor clearColor].CGColor; trackLine.path = trackPath.CGPath; [_yellowTrack addSublayer:trackLine]; } // 初始化綠色軌道 - (void)initGreenTrack { _greenTrack = [[CAShapeLayer alloc] init]; _greenTrack.lineWidth = 5; _greenTrack.strokeColor = [UIColor colorWithDisplayP3Red:0.0 / 255.0 green:147.0 / 255.0 blue:163.0 /255.0 alpha:1.0].CGColor; // 綠色鐵軌的火車從右側進入,因此從右側開始繪畫。須要畫三條曲線,右邊一條 + 中間的圓圈 + 左邊一條 UIBezierPath * path = [[UIBezierPath alloc] init]; [path moveToPoint:CGPointMake(k_SIZE.width + 10, k_LAND_BEGIN_HEIGHT)]; [path addLineToPoint:CGPointMake(k_SIZE.width + 10, k_SIZE.height - 70)]; [path addQuadCurveToPoint:CGPointMake(k_SIZE.width / 1.5, k_SIZE.height - 70) controlPoint:CGPointMake(k_SIZE.width - 150, 200)]; // 畫圓圈 [path addArcWithCenter:CGPointMake(k_SIZE.width / 1.6, k_SIZE.height - 140) radius:70 startAngle:M_PI_2 endAngle:2.5 * M_PI clockwise:YES]; [path addCurveToPoint:CGPointMake(0, k_SIZE.height - 100) controlPoint1:CGPointMake(k_SIZE.width / 1.8 - 60, k_SIZE.height - 60) controlPoint2:CGPointMake(150, k_SIZE.height / 2.3)]; [path addLineToPoint:CGPointMake(- 10, k_LAND_BEGIN_HEIGHT)]; _greenTrack.path = path.CGPath; _greenTrack.fillColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"green"]].CGColor; [self.view.layer addSublayer:_greenTrack]; // 爲了可以讓弧線更好看一點,須要加入鏤空的虛線 CAShapeLayer * trackLine = [[CAShapeLayer alloc] init]; trackLine.lineCap = kCALineCapRound; trackLine.strokeColor = [UIColor whiteColor].CGColor; trackLine.lineDashPattern = @[@1.0,@6.0]; trackLine.lineWidth = 2.5; trackLine.fillColor = [UIColor clearColor].CGColor; trackLine.path = path.CGPath; [_greenTrack addSublayer:trackLine]; } // 添加點綴的小樹 - (void)initTree { [self addTreesWithNumber:7 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 20, 13, 23)]; [self addTreesWithNumber:7 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 64, 18, 32)]; [self addTreesWithNumber:5 treeFrame:CGRectMake(0, k_LAND_BEGIN_HEIGHT - 90, 13, 23)]; } // 添加小樹 - (void)addTreesWithNumber:(NSInteger)treesNumber treeFrame:(CGRect)frame { UIImage * tree = [UIImage imageNamed:@"tree"]; for (NSInteger i = 0; i < treesNumber + 1; i++) { CALayer * treeLayer = [[CALayer alloc] init]; treeLayer.contents = (__bridge id _Nullable)(tree.CGImage); treeLayer.frame = CGRectMake(k_SIZE.width - 50 * i * (arc4random_uniform(4) + 1), frame.origin.y, frame.size.width, frame.size.height); [self.view.layer insertSublayer:treeLayer above:_greenTrack]; } } // 雲彩的動畫 - (void)initCloudAnimation { CALayer * cloud = [[CALayer alloc]init]; cloud.contents = (__bridge id _Nullable)([UIImage imageNamed:@"cloud"].CGImage); cloud.frame = CGRectMake(0, 0, 63, 20); [self.view.layer addSublayer:cloud]; UIBezierPath * cloudPath = [[UIBezierPath alloc] init]; [cloudPath moveToPoint:CGPointMake(k_SIZE.width + 63, 50)]; [cloudPath addLineToPoint:CGPointMake(- 63, 50)]; CAKeyframeAnimation * ani = [CAKeyframeAnimation animationWithKeyPath:@"position"]; ani.path = cloudPath.CGPath; ani.duration = 30; ani.autoreverses = NO; ani.repeatCount = CGFLOAT_MAX; /* kCAAnimationLinear calculationMode的默認值,表示當關鍵幀爲座標點的時候,關鍵幀之間直接直線相連進行插值計算 * kCAAnimationDiscrete 離散的,就是不進行插值計算,全部關鍵幀直接逐個進行顯示 * kCAAnimationPaced 使得動畫均勻進行,而不是按keyTimes設置的或者按關鍵幀平分時間,此時keyTimes和timingFunctions無效 * kCAAnimationCubic 對關鍵幀爲座標點的關鍵幀進行圓滑曲線相連後插值計算,對於曲線的形狀還能夠經過tensionValues,continuityValues,biasValues來進行調整自定義,這裏的數學原理是Kochanek–Bartels spline,這裏的主要目的是使得運行的軌跡變得圓滑; * kCAAnimationCubicPaced 看這個名字就知道和kCAAnimationCubic有必定聯繫,其實就是在kCAAnimationCubic的基礎上使得動畫運行變得均勻,就是系統時間內運動的距離相同,此時keyTimes以及timingFunctions也是無效的. */ ani.calculationMode = kCAAnimationPaced; [cloud addAnimation:ani forKey:@"position"]; } //抽取過山車的動畫 - (CAKeyframeAnimation *)carAnimationWith:(NSString *)carImageName TrackLayer:(CAShapeLayer *)track AnimationDuration:(CFTimeInterval)duration BeginTime:(CFTimeInterval)beginTime { CALayer * car = [[CALayer alloc] init]; car.frame = CGRectMake(0, 0, 22, 15); car.contents = (__bridge id _Nullable)([UIImage imageNamed:carImageName].CGImage); CAKeyframeAnimation * ani = [CAKeyframeAnimation animationWithKeyPath:@"position"]; ani.path = track.path; ani.duration = duration; ani.beginTime = beginTime; ani.autoreverses = NO; ani.repeatCount = CGFLOAT_MAX; ani.calculationMode = kCAAnimationPaced; ani.rotationMode = kCAAnimationRotateAuto; [track addSublayer:car]; [car addAnimation:ani forKey:@"carAni"]; return ani; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } @end