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import UIKitclass ViewController: UIViewController { //游戏方格维度 var dimension:Int = 4 //数字格子的宽度 var width:CGFloat = 50 //格子与格子的间距 var padding:CGFloat = 6 //保存背景图数据 var backgrounds:Array<UIView>! override func viewDidLoad() { super.viewDidLoad() self.backgrounds = Array<UIView>() setupGameMap() playAnimation() } func setupGameMap() { var x:CGFloat = 50 var y:CGFloat = 150 for i in 0..<dimension { println(i) y = 150 for j in 0..<dimension { //初始化视图 var background = UIView(frame:CGRectMake(x, y, width, width)) background.backgroundColor = UIColor.darkGrayColor() self.view.addSubview(background) //将视图保存起来,以备后用 backgrounds.append(background) y += padding + width } x += padding+width } } func playAnimation() { for tile in backgrounds{ //先将数字块大小置为原始尺寸的 1/10 tile.layer.setAffineTransform(CGAffineTransformMakeScale(0.1,0.1)) //设置动画效果,动画时间长度 1 秒。 UIView.animateWithDuration(1, delay:0.01, options:UIViewAnimationOptions.TransitionNone, animations: { ()-> Void in //在动画中,数字块有一个角度的旋转。 tile.layer.setAffineTransform(CGAffineTransformMakeRotation(90)) }, completion:{ (finished:Bool) -> Void in UIView.animateWithDuration(1, animations:{ ()-> Void in //完成动画时,数字块复原 tile.layer.setAffineTransform(CGAffineTransformIdentity) }) }) } } override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning() // Dispose of any resources that can be recreated. }} |
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func playAnimation(){ for tile in backgrounds{ //先将数字块大小置为原始尺寸的 1/10 tile.layer.setAffineTransform(CGAffineTransformMakeScale(0.1,0.1)) //设置动画效果,动画时间长度 1 秒。 UIView.animateWithDuration(1, delay:0.01, options:UIViewAnimationOptions.TransitionNone, animations: { ()-> Void in tile.layer.setAffineTransform(CGAffineTransformMakeScale(1,1)) }, completion:{ (finished:Bool) -> Void in UIView.animateWithDuration(0.08, animations:{ ()-> Void in tile.layer.setAffineTransform(CGAffineTransformIdentity) }) }) }} |
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func playAnimation(){ for tile in backgrounds{ tile.alpha = 0; //设置动画效果,动画时间长度 1 秒。 UIView.animateWithDuration(1, delay:0.01, options:UIViewAnimationOptions.CurveEaseInOut, animations: { ()-> Void in }, completion:{ (finished:Bool) -> Void in UIView.animateWithDuration(1, animations:{ ()-> Void in tile.alpha = 1 }) }) }} |
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//淡出动画UIView.beginAnimations(nil, context: nil)UIView.setAnimationDuration(2.0)imageView.alpha = 0.0UIView.commitAnimations()//淡入动画UIView.beginAnimations(nil, context: nil)UIView.setAnimationDuration(2.0)imageView.alpha = 1.0UIView.commitAnimations()//移动动画UIView.beginAnimations(nil, context: nil)UIView.setAnimationDuration(2.0)imageView.center = CGPointMake(250, 250)UIView.setAnimationCurve(UIViewAnimationCurve.EaseOut) //设置动画相对速度UIView.commitAnimations()//大小调整动画UIView.beginAnimations(nil, context: nil)UIView.setAnimationDuration(2.0)imageView.frame = CGRectMake(100,180,50,50)UIView.commitAnimations() |
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var redView:UIView = UIView(frame: CGRectMake(50,50,150,400))redView.backgroundColor = UIColor.redColor()self.view.insertSubview(redView, atIndex: 0)var blueView:UIView = UIView(frame: CGRectMake(50,50,150,400))blueView.backgroundColor = UIColor.blueColor()self.view.insertSubview(blueView, atIndex: 1)UIView.beginAnimations(nil, context: nil)UIView.setAnimationDuration(4.0)UIView.setAnimationTransition(UIViewAnimationTransition.CurlUp, forView: self.view, cache: true)self.view.exchangeSubviewAtIndex(1, withSubviewAtIndex: 0)UIView.commitAnimations() |
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//将整个主视图面板实现一个翻转效果UIView.beginAnimations("animation", context: nil)UIView.setAnimationDuration(2)UIView.setAnimationCurve(UIViewAnimationCurve.EaseInOut)UIView.setAnimationTransition(UIViewAnimationTransition.FlipFromLeft, forView: self.view, cache: false)UIView.commitAnimations() |
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原文地址:http://www.cnblogs.com/Free-Thinker/p/4838401.html