[英]Swift - Animate dynamically created UIImageView
Initially I had this code working when I was just animating the one UIImageView that I had. 最初,当我只为一个UIImageView设置动画时,我的代码可以正常工作。 But then I changed it to animate several dynamically created UIImageViews, however since they are dynamically created inside a for loop, I'm finding it difficult to animate them as I did the initial one. 但是后来我将其更改为对多个动态创建的UIImageViews进行动画处理,但是由于它们是在for循环内动态创建的,所以我发现像对第一个进行动画处理一样,很难对它们进行动画处理。
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
}
}
This does not work as the mapSprite in the flash function is different to the one in the for loop. 这不起作用,因为Flash函数中的mapSprite与for循环中的mapSprite不同。 How can I refer to the one in the for loop and then animate it? 我该如何在for循环中引用一个动画然后对其进行动画处理? Or would there be a better alternative to what I'm currently doing? 还是我目前正在做的更好的选择?
Many thanks! 非常感谢!
EDIT Using Xcode 6.2 使用Xcode 6.2 编辑
You need to store the views into a property and then enumerate that property each time your timer event is fired 您需要将视图存储到一个属性中,然后在每次触发计时器事件时枚举该属性
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 = $0["locationx"] as String
var locationy = $0["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
}
}
}
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