我想在图片上创建类似于Sparkle Effect视频中的闪烁效果,但我唯一能想到的方法是使用核心动画单独对每个粒子进行动画处理,但这样会很耗费时间且效率低下。是否有其他方法可以实现相同的效果?
这里是Erica Susan烹饪书中的一个解决方案。看看它是否适用于你。
通过与用户触摸配合使用发射器,您可以为界面增加视觉趣味性。以下类演示了如何跟踪触摸的生命周期,在用户屏幕上触摸的任何位置添加一些闪烁。
当用户触摸屏幕时,该类立即开始创建一个发射器层和一个单个的发射器单元。单元定义了粒子-它们的颜色、出生率、寿命、速度等等。
随着用户的触摸进展,该类更新发射器的位置,并在从屏幕中删除触摸后删除发射器。虽然此示例是针对单触摸交互编写的,但您可以轻松地更新代码以添加一组发射器(而不是单个实例),以进行多点触摸交互。
发射器很容易添加到您的项目中,并且运行效率高。虽然过多的动画不是好的设计理念,但适度使用一点闪烁可以增加生动感和动态感。
@interface SparkleTouchView : UIView {
CAEmitterLayer *emitter;
}
@end
@implementation SparkleTouchView
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
float multiplier = 0.25f;
CGPoint pt = [[touches anyObject] locationInView:self];
//Create the emitter layer
emitter = [CAEmitterLayer layer];
emitter.emitterPosition = pt;
emitter.emitterMode = kCAEmitterLayerOutline;
emitter.emitterShape = kCAEmitterLayerCircle;
emitter.renderMode = kCAEmitterLayerAdditive;
emitter.emitterSize = CGSizeMake(100 * multiplier, 0);
//Create the emitter cell
CAEmitterCell* particle = [CAEmitterCell emitterCell];
particle.emissionLongitude = M_PI;
particle.birthRate = multiplier * 1000.0;
particle.lifetime = multiplier;
particle.lifetimeRange = multiplier * 0.35;
particle.velocity = 180;
particle.velocityRange = 130;
particle.emissionRange = 1.1;
particle.scaleSpeed = 1.0; // was 0.3
particle.color = [[COOKBOOK_PURPLE_COLOR colorWithAlphaComponent:0.5f] CGColor];
particle.contents = (__bridge id)([UIImage imageNamed:@"spark.png"].CGImage);
particle.name = @"particle";
emitter.emitterCells = [NSArray arrayWithObject:particle];
[self.layer addSublayer:emitter];
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint pt = [[touches anyObject] locationInView:self];
// Disable implicit animations
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
emitter.emitterPosition = pt;
[CATransaction commit];
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[emitter removeFromSuperlayer];
emitter = nil;
}
- (void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
@end
别忘了创建一个名为spark.png的png文件,以便创建动画。
对于任何正在开发Mac应用的人,这里有一个与@thevikasnayak相同概念的NSViewController
import Cocoa
enum Images {
static let box = NSImage(named: "Box")!
static let triangle = NSImage(named: "Triangle")!
static let circle = NSImage(named: "Circle")!
static let swirl = NSImage(named: "Spiral")!
}
class SparkleVC: NSViewController {
var emitter = CAEmitterLayer()
var colors:[NSColor] = [
NSColor.blue.withAlphaComponent(0.1),
NSColor.blue.withAlphaComponent(0.2),
NSColor.blue.withAlphaComponent(0.3),
NSColor.blue.withAlphaComponent(0.4)]
var images:[NSImage] = [Images.box, Images.triangle, Images.circle, Images.swirl]
override func viewDidAppear() {
super.viewDidAppear()
view.wantsLayer = true
startSparkle()
}
func startSparkle() {
emitter.emitterPosition = CGPoint(x: view.bounds.size.width / 2.0, y: view.bounds.size.height / 2.0)
emitter.emitterShape = CAEmitterLayerEmitterShape.circle
emitter.emitterSize = CGSize(width: view.bounds.size.width / 4.0, height: view.bounds.size.width / 4.0)
emitter.emitterCells = generateEmitterCells()
view.layer!.addSublayer(emitter)
}
private func generateEmitterCells() -> [CAEmitterCell] {
var cells:[CAEmitterCell] = [CAEmitterCell]()
for index in 0..<16 {
let cell = CAEmitterCell()
cell.birthRate = 200.0
cell.lifetime = 0.01
cell.lifetimeRange = 0.03
cell.velocity = 5
cell.velocityRange = 2
cell.emissionLatitude = Double.random(in: 0 ..< Double.pi)
cell.emissionLongitude = Double.random(in: 0 ..< Double.pi)
cell.emissionRange = Double.pi
cell.spin = 10
cell.spinRange = 10
cell.color = colors[index/4].cgColor
cell.contents = nextImage(i: index)
cell.scaleRange = 0.2
cell.scale = 1
cells.append(cell)
}
return cells
}
private func nextImage(i:Int) -> CGImage {
return (images[i % 4]).cgImage(forProposedRect: nil, context: nil, hints: nil)!
}
}
/*Tested in swift 5.1*/
Import UIKit
enum Images {
static let box = UIImage(named: "Box")!
static let triangle = UIImage(named: "Triangle")!
static let circle = UIImage(named: "Circle")!
static let swirl = UIImage(named: "Spiral")!
}
class ActivationRequiredViewController: UIViewController {
var emitter = CAEmitterLayer()
var colors:[UIColor] = [
Colors.red,
Colors.blue,
Colors.green,
Colors.yellow
]
var images:[UIImage] = [
Images.box,
Images.triangle,
Images.circle,
Images.swirl
]
var velocities:[Int] = [
100,
90,
150,
200
]
override func viewDidLoad() {
super.viewDidLoad()
startSparkle()
}
func startSparkle() {
emitter.emitterPosition = CGPoint(x: self.view.frame.size.width / 2, y: -10)
emitter.emitterShape = CAEmitterLayerEmitterShape.line
emitter.emitterSize = CGSize(width: self.view.frame.size.width, height: 2.0)
emitter.emitterCells = generateEmitterCells()
self.view.layer.addSublayer(emitter)
}
private func generateEmitterCells() -> [CAEmitterCell] {
var cells:[CAEmitterCell] = [CAEmitterCell]()
for index in 0..<16 {
let cell = CAEmitterCell()
cell.birthRate = 4.0
cell.lifetime = 14.0
cell.lifetimeRange = 0
cell.velocity = CGFloat(getRandomVelocity())
cell.velocityRange = 0
cell.emissionLongitude = CGFloat(Double.pi)
cell.emissionRange = 0.5
cell.spin = 3.5
cell.spinRange = 0
cell.color = getNextColor(i: index)
cell.contents = getNextImage(i: index)
cell.scaleRange = 0.25
cell.scale = 0.1
cells.append(cell)
}
return cells
}
private func getRandomVelocity() -> Int {
return velocities[getRandomNumber()]
}
private func getRandomNumber() -> Int {
return Int(arc4random_uniform(4))
}
private func getNextColor(i:Int) -> CGColor {
if i <= 4 {
return colors[0].cgColor
} else if i <= 8 {
return colors[1].cgColor
} else if i <= 12 {
return colors[2].cgColor
} else {
return colors[3].cgColor
}
}
private func getNextImage(i:Int) -> CGImage {
return images[i % 4].cgImage!
}
}
https://github.com/GabriellaQiong/CIS581-Project2-Image-Morphing
CIwarpKernel可以根据参考点来扭曲图像。这正是你想要实现的图像变形功能。