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轨迹漂浮动画--点赞动画

轨迹漂浮动画--点赞动画

作者: charlotte2018 | 来源:发表于2017-05-23 10:06 被阅读78次

    研究了个点赞动画,利用的技术有CAShapeLayer,UIBezierPath及核心动画。下面讲解怎么实现它。

    绘制出❤️的形状,所以用到CAShapeLayer和UIBezierPath配合。首先自定义一个LikeAnimationLayer继承自CAShapeLayer。然后利用贝瑟尔曲线绘制出❤️。

    #import <QuartzCore/QuartzCore.h>
    #import <UIKit/UIKit.h>
    
    @interface LikeAnimationLayer : CAShapeLayer
    
    - (instancetype)initWithSuperView:(UIView *)superView;
    
    /**
    给layer添加动画
    */
    - (void)addAnimation;
    
    @end
    
    
    - (instancetype)initWithSuperView:(UIView *)superView
    {
        self = [super init];
        if (self) {
            
            self.backgroundColor = [UIColor clearColor].CGColor;
            self.bounds = CGRectMake(0, 0, 40, 40);
            self.anchorPoint = CGPointMake(0.5, 1);
            //画路径,❤️
            self.path = [self likePath];
            self.strokeColor = [UIColor whiteColor].CGColor;
            self.lineWidth = 1.0;
            self.fillColor = [UIColor colorWithRed:(arc4random_uniform(256))/255.0 green:(arc4random_uniform(256))/255.0 blue:(arc4random_uniform(256))/255.0 alpha:1].CGColor;
           self.superView = superView;
         
           
            
        }
        return self;
    }
    
    - (CGPathRef)likePath
    {
        //心距离边缘的距离
        CGFloat drawingPadding = 2.0;
        //向下取整floor
        CGFloat curveRadius = floor((kWidth - 2*drawingPadding) / 4.0);
        UIBezierPath *path = [UIBezierPath bezierPath];
        //最下面的点(20,38)
         CGPoint tipLocation = CGPointMake(floor(kWidth / 2.0), kHeight - drawingPadding);
        [path moveToPoint:tipLocation];
        //左上的点(2,13)
        CGPoint topLeftCurveStart = CGPointMake(drawingPadding, floor(kHeight / 3));
        //画二元曲线左边的心的曲线
        [path addQuadCurveToPoint:topLeftCurveStart controlPoint:CGPointMake(topLeftCurveStart.x, topLeftCurveStart.y + curveRadius)];
        //画左边上面的半圆
        [path addArcWithCenter:CGPointMake(topLeftCurveStart.x + curveRadius, topLeftCurveStart.y) radius:curveRadius startAngle:M_PI endAngle:0 clockwise:YES];
        //右边的半圆
        CGPoint topRightCurveStart = CGPointMake(topLeftCurveStart.x + 2*curveRadius, topLeftCurveStart.y);
        [path addArcWithCenter:CGPointMake(topRightCurveStart.x + curveRadius, topRightCurveStart.y) radius:curveRadius startAngle:M_PI endAngle:0 clockwise:YES];
        //画二元曲线右边的心的曲线
        CGPoint topRightCurveEnd = CGPointMake(topLeftCurveStart.x + 4*curveRadius, topRightCurveStart.y);
        [path addQuadCurveToPoint:tipLocation controlPoint:CGPointMake(topRightCurveEnd.x, topRightCurveEnd.y + curveRadius)];
        path.lineCapStyle = kCGLineCapRound;
        path.lineJoinStyle = kCGLineCapRound;
    
        return path.CGPath;
    }
    
    

    为这个❤️添加上动画。动画分为两个动画组。第一个动画组是将layer的scale从0到1,并且改变它的透明度从0到1。利用了iOS7出来的弹簧动画CASpringAnimation。接着就是layer沿着一个随机的轨迹从一个点移动到另一个点,我是从屏幕下方移动到屏幕上方。利用三次贝塞尔曲线,实现layer的运动轨迹。

    - (void)addAnimation
    {
        
        CASpringAnimation *springAnimal = [CASpringAnimation animationWithKeyPath:@"transform.scale"];
        springAnimal.fromValue = @(0);
        springAnimal.toValue = @(1.0);
        //质量,影响图层运动时的弹簧惯性,质量越大,弹簧拉伸和压缩的幅度越大默认是1 必须大于0
    //    若你设置的值小于0  会有CoreAnimation: mass must be greater than 0.这个信息提示你
    //    并且把你的小于0的值改成1
    //    对象质量 质量越大 弹性越大 需要的动画时间越长
        springAnimal.mass = 1.0;
    //    必须大于0  默认是100
    //    若设置的小于0 会给你一个提示 并把值改成100
    //    刚度系数,刚度系数越大,产生形变的力就越大,运动越快。
        springAnimal.stiffness = 90;
    //    默认是10 必须大于或者等于0
    //    若设置的小于0 会给你一个提示 并把值改成10
    //    阻尼系数 阻止弹簧伸缩的系数 阻尼系数越大,停止越快。时间越短
         springAnimal.damping = 10;
    //    默认是0
    //    初始速度,正负代表方向,数值代表大小
         springAnimal.initialVelocity = 2;
    //    计算从开始到结束的动画的时间,根据当前的参数估算时间
    //    只读的,不能赋值
         springAnimal.duration = springAnimal.settlingDuration;
        
        
        CABasicAnimation *alphaAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
        alphaAnimation.fromValue = @0;
        alphaAnimation.toValue = @1;
        
        CAAnimationGroup *Scalegroup = [CAAnimationGroup animation];
        Scalegroup.animations = @[springAnimal,alphaAnimation];
        Scalegroup.duration = 0.5;
        Scalegroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
        
        [self addAnimation:Scalegroup forKey:@"scaleAndalphaAnimation"];
        
    
        // 随机数(0,1)
        NSInteger i = arc4random_uniform(2);
        //移动的方向(-1 ,1)
        NSInteger moveDirection = 1 - (2*i);
        
        // 绘制路径
        UIBezierPath *heartTravelPath = [UIBezierPath bezierPath];
        //先移动到心的中心点这是起点
        [heartTravelPath moveToPoint:self.position];
        
        CGPoint endPoint = CGPointMake(self.position.x + (moveDirection) * arc4random_uniform(kWidth), self.superView.frame.size.height/6.0 + arc4random_uniform(self.superView.frame.size.height/4.0));
        
        CGFloat x = (kWidth/2.0 + arc4random_uniform(kWidth)) * moveDirection;
        CGFloat y = MAX(endPoint.y ,MAX(arc4random_uniform(8*kWidth), kWidth));
        //两个控点
        CGPoint controlPoint1 = CGPointMake(self.position.x + x, self.superView.frame.size.height - y);
        CGPoint controlPoint2 = CGPointMake(self.position.x - 2*x, y);
        
        [heartTravelPath addCurveToPoint:endPoint controlPoint1:controlPoint1 controlPoint2:controlPoint2];
        
        CAKeyframeAnimation *keyFrameAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        keyFrameAnimation.path = heartTravelPath.CGPath;
        keyFrameAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
        
        CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
        opacityAnimation.fromValue = @1;
        opacityAnimation.toValue = @0;
        
        CAAnimationGroup *positionGroup = [CAAnimationGroup animation];
        positionGroup.animations = @[keyFrameAnimation,opacityAnimation];
        positionGroup.duration = liveAnimationDuration + endPoint.y/self.superView.frame.size.height;
        positionGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
        positionGroup.delegate = self;
        //如果不加这句[self animationForKey:@"ani1"]是nil
        positionGroup.removedOnCompletion = NO;
        positionGroup.fillMode = kCAFillModeForwards;
        //kvc记录layer的值方便在代理方法里移除
        [positionGroup setValue:self forKey:@"likeLayer"];
        [self addAnimation:positionGroup forKey:@"positionGroup"];
        
    }
    
    - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
    {
        
        if ([self animationForKey:@"positionGroup"] == anim) {
           
            CALayer *layer = [anim valueForKey:@"likeLayer"];
            if (layer) {
                [layer removeFromSuperlayer];
            }
        }
    }
    
    
    SUNLiveAnimation.gif

    demo地址

    https://github.com/yinbowang/LikeAnimal

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