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初步学习了CoreAnimation框架,总结了几个动画效果,主要是通过CAShapeLayer与贝塞尔曲线实现。先看下效果
1.gif
扇形下载进度
要实现扇形的下载进度,有两种方法, 这里先使用第一种:
1.使用设置UIBezierPath的角度
2.使用 CAShapeLayer的stokeEnd属性
//设置中心点
CGPoint point = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
//起点位置
CGFloat startAngle = - M_PI /2;
//结束位置
CGFloat endAngle = self.progress *M_PI *2 + startAngle;
UIBezierPath *path =[UIBezierPath bezierPathWithArcCenter:point radius:self.bounds.size.width/2 startAngle:startAngle endAngle:endAngle clockwise:1];
//画一根到 圆心的线
[path addLineToPoint:point];
//通过layer绘制
CAShapeLayer *layer =[CAShapeLayer layer];
layer.path = path.CGPath;
layer.fillColor =[UIColor colorWithRed:0.47 green:0.83 blue:0.98 alpha:1].CGColor;
[self.layer addSublayer:layer];
圆形进度
首先 我们需要一个背景层 一个前景层,一个路径供给两个layer使用。这里我们使用改变stokeEnd 来改变圆弧的进度,代码里增加了一点渐变
self.backLayer =[CAShapeLayer layer];
self.backLayer.fillColor =[UIColor clearColor].CGColor;
self.backLayer.frame = self.bounds;
self.backLayer.lineWidth = 4;
self.backLayer.strokeColor =[UIColor lightGrayColor].CGColor;
[self.layer addSublayer:self.backLayer];
self.foreLayer =[CAShapeLayer layer];
self.foreLayer.fillColor =[UIColor clearColor].CGColor;
self.foreLayer.frame = self.bounds;
self.foreLayer.strokeColor =[UIColor redColor].CGColor;
self.foreLayer.lineWidth = 4;
[self.layer addSublayer:self.foreLayer];
UIBezierPath *path= [UIBezierPath bezierPathWithArcCenter:CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2) radius:self.bounds.size.width/2-2 startAngle:-M_PI_2 endAngle:M_PI *1.5 clockwise:YES];
self.backPath = path;
self.backLayer.path = self.backPath.CGPath;
self.foreLayer.path = self.backPath.CGPath;
self.foreLayer.strokeEnd = 0;
self.gradientLayerLeft =[CAGradientLayer layer];
self.gradientLayerLeft.frame = self.bounds;
self.gradientLayerLeft.colors =@[(__bridge id)[UIColor redColor].CGColor,(__bridge id)[UIColor yellowColor].CGColor,(__bridge id)[UIColor blueColor].CGColor];
self.gradientLayerLeft.locations = @[@0,@0.5,@1];
self.gradientLayerLeft.startPoint = CGPointMake(0, 0);
self.gradientLayerLeft.endPoint = CGPointMake(0, 1);
[self.layer addSublayer:self.gradientLayerLeft];
//设置mask
[self.gradientLayerLeft setMask:self.foreLayer];
-(void)setProgressValue:(CGFloat)progressValue
{
_progressValue = progressValue;
self.foreLayer.strokeEnd = progressValue;
self.label.text = [NSString stringWithFormat:@"%.f%%",progressValue *100];
}
一个加载动画
引自:旋转加载动画
可以重点学习下做动画的思路,
//核心代码 在动画开始的时候做一些平移旋转
- (void)animationDidStart:(CAAnimation *)anim{
[UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionCurveEaseOut|UIViewAnimationOptionBeginFromCurrentState animations:^{
self.ball_1.transform = CGAffineTransformMakeTranslation(-BALL_RADIUS, 0);
self.ball_1.transform = CGAffineTransformScale(self.ball_1.transform, 0.7, 0.7);
self.ball_3.transform = CGAffineTransformMakeTranslation(BALL_RADIUS, 0);
self.ball_3.transform = CGAffineTransformScale(self.ball_3.transform, 0.7, 0.7);
self.ball_2.transform = CGAffineTransformScale(self.ball_2.transform, 0.7, 0.7);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionCurveEaseIn | UIViewAnimationOptionBeginFromCurrentState animations:^{
self.ball_1.transform = CGAffineTransformIdentity;
self.ball_3.transform = CGAffineTransformIdentity;
self.ball_2.transform = CGAffineTransformIdentity;
} completion:NULL];
}];
}
使用正余弦做的注水动画
在使用正余弦做注水动画时,先了解下正余弦
/**
正弦曲线公式可表示为y=Asin(ωx+φ)+k:
A,振幅,最高和最低的距离
W,角速度,用于控制周期大小,单位x中的起伏个数
K,偏距,曲线整体上下偏移量
φ,初相,左右移动的值
这个效果主要的思路是添加两条曲线 一条正玄曲线、一条余弦曲线 然后在曲线下添加深浅不同的背景颜色,从而达到波浪显示的效果
*/
我们要做的 就是使用两条正余弦,但是这两条正余弦, 波峰需要对应波谷,有两种方法:
- 使用for循环分别拼接正余弦的路径
-(void)updateWave
{
//波浪宽度
CGFloat waterWaveWidth = self.bounds.size.width;
//初始化运动路径
CGMutablePathRef path = CGPathCreateMutable();
CGMutablePathRef maskPath = CGPathCreateMutable();
//设置起始位置
CGPathMoveToPoint(path, nil, 0, _waveY);
//设置起始位置
CGPathMoveToPoint(maskPath, nil, 0, _waveY);
//初始化波浪其实Y为偏距
CGFloat y = _waveY;
//正弦曲线公式为: y=Asin(ωx+φ)+k;
for (float x = 0.0f; x <= waterWaveWidth ; x++) {
y = _waveAmplitude * sin(_wavePalstance * x + _waveX) + _waveY;
CGPathAddLineToPoint(path, nil, x, y);
}
for (float x = 0.0f; x <= waterWaveWidth ; x++) {
y = _waveAmplitude * cos(_wavePalstance * x + _waveX) + _waveY;
CGPathAddLineToPoint(maskPath, nil, x, y);
}
[self updateLayer:_waveLayer1 path:path];
[self updateLayer:_waveLayer2 path:maskPath];
}
-(void)updateLayer:(CAShapeLayer *)layer path:(CGMutablePathRef )path
{
//填充底部颜色
CGFloat waterWaveWidth = self.bounds.size.width;
CGPathAddLineToPoint(path, nil, waterWaveWidth, self.bounds.size.height);
CGPathAddLineToPoint(path, nil, 0, self.bounds.size.height);
CGPathCloseSubpath(path);
layer.path = path;
CGPathRelease(path);
}
2.使用单个for循环只是 设置 另一条曲线的y值相反即可实现两条正余弦的效果 ,最后一个动画中会有说明
for (int x = 0; x<WIDTH; x++) {
y = waveHeight*sinf(0.01*waveCurvature*x+offSetValue*0.045);
CGPathAddLineToPoint(path, nil, x, y);
//遮罩层的路径与之相反
masky = -y;
CGPathAddLineToPoint(maskPath, nil, x, masky);
}
但是我们有个需求就是改变 波浪的高度, 实现注水的百分比,就需要设置波浪的偏距
-(void)updateWaveY
{
CGFloat targetY = self.bounds.size.height - _progress * self.bounds.size.height;
if (_waveY < targetY) {
_waveY += 2;
}
if (_waveY > targetY ) {
_waveY -= 2;
}
}
正余弦动画2
如果有个需求 ,比如一个小船 随着波浪的波动而起伏
那我们就需要计算 波浪的位置,然后设置小船的frame
//这里使用创建正余弦的第二种方法
for (int x = 0; x<WIDTH; x++) {
y = waveHeight*sinf(0.01*waveCurvature*x+offSetValue*0.045);
CGPathAddLineToPoint(path, nil, x, y);
//遮罩层的路径与之相反
masky = -y;
CGPathAddLineToPoint(maskPath, nil, x, masky);
}
计算出实浪波动时,最中间的位置,设置小船的frame
CGFloat CentY = waveHeight*sinf(0.01*waveCurvature*WIDTH/2+offSetValue*0.045);
CGRect boardViewFrame = [boardView frame];
boardViewFrame.origin.y = 100-waveHeight+CentY;
boardView.frame = boardViewFrame;
来自:https://github.com/liuxinixn/ProgressViewDemo