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iOS动画学习,持续更新ing...

iOS动画学习,持续更新ing...

作者: 携一两本单色书来 | 来源:发表于2018-09-04 17:51 被阅读15次

    title: iOS动画学习,持续更新ing...
    date: 2016-10-31 14:47:45
    tags:


    CAEmitterLayer:

    CAEmitterLayer继承于 CALayer是一个高性能的粒子引擎,被用来创建实时例子动画如:烟雾,火,雨等等这些效果。
    CAEmitterLayer看上去像是许多CAEmitterCell的容器,这些CAEmitierCell定义了一个例子效果。你将会为不同的例子效果定义一个或多个CAEmitterCell作为模版,同时CAEmitterLayer负责基于这些模版实例化一个粒子流。一个CAEmitterCell类似于一个CALayer:它有一个contents属性可以定义为一个CGImage,另外还有一些可设置属性控制着表现和行为。我们不会对这些属性逐一进行详细的描述,你们可以在CAEmitterCell类的头文件中找到。
    雪花动画:
      - (void)createSnow{
     
         self.view.backgroundColor  = [UIColor blackColor];
        
        // 创建粒子Layer
        CAEmitterLayer *snowEmitter = [CAEmitterLayer layer];
        
        // 粒子发射位置
        snowEmitter.emitterPosition = CGPointMake(120,20);
        
        // 发射源的尺寸大小
        snowEmitter.emitterSize = self.view.bounds.size;
        
        // 发射模式
        snowEmitter.emitterMode = kCAEmitterLayerSurface;
        
        // 发射源的形状
        snowEmitter.emitterShape = kCAEmitterLayerLine;
        
        // 创建雪花类型的粒子
        CAEmitterCell *snowflake = [CAEmitterCell emitterCell];
        
        // 粒子的名字
        snowflake.name = @"snow";
        
        // 粒子参数的速度乘数因子
        snowflake.birthRate = 1.0;
        snowflake.lifetime = 120.0;
        
        // 粒子速度
        snowflake.velocity =10.0;
        
        // 粒子的速度范围
        snowflake.velocityRange = 10;
        
        // 粒子y方向的加速度分量
        snowflake.yAcceleration = 2;
        
        // 周围发射角度
        snowflake.emissionRange = 0.5 * M_PI;
        
        // 子旋转角度范围
        snowflake.spinRange = 0.25 * M_PI;
        snowflake.contents = (id)[[UIImage imageNamed:@"snow"] CGImage];
        
        // 设置雪花形状的粒子的颜色
        snowflake.color = [[UIColor whiteColor] CGColor];
        
        snowflake.scaleRange = 0.6f;
        snowflake.scale = 0.7f;
        
        snowEmitter.shadowOpacity = 1.0;
        snowEmitter.shadowRadius = 0.0;
        snowEmitter.shadowOffset = CGSizeMake(0.0, 0.0);
        
        // 粒子边缘的颜色
        snowEmitter.shadowColor = [[UIColor whiteColor] CGColor];
        
        // 添加粒子
        snowEmitter.emitterCells = @[snowflake];
        
        // 将粒子Layer添加进图层中
        [self.view.layer addSublayer:snowEmitter];
    
    }
    

    烟花动画:

    - (void)createFire{
    
        self.view.backgroundColor  = [UIColor blackColor];
        
        //创建粒子
        CAEmitterLayer *fireworksEmitter = [CAEmitterLayer layer];
        //取个坐标系
        CGRect viewBounds = self.view.layer.bounds;
    
    
        // 粒子发射位置
        fireworksEmitter.emitterPosition = \
        CGPointMake(viewBounds.size.width/2.0, viewBounds.size.height);
        // 周围发射大小
        fireworksEmitter.emitterSize    = CGSizeMake(viewBounds.size.width/2.0, 0.0);
        // 周围发射角度
        fireworksEmitter.emitterMode    = kCAEmitterLayerOutline;
        
         //常用的产生粒子模式 三种kCAEmitterLayerPoint 点 kCAEmitterLayerLine线 kCAEmitterLayerRectangle 矩形
        fireworksEmitter.emitterShape    = kCAEmitterLayerLine;
       
        
        fireworksEmitter.renderMode      = kCAEmitterLayerAdditive;
        
        //用于初始化随机数生成的
        fireworksEmitter.seed = (arc4random()%100)+1;
        
        // Create the rocket
        CAEmitterCell * rocket = [CAEmitterCell emitterCell];
        
        rocket.birthRate        = 10;//每秒产生120个粒子
        rocket.emissionRange    = 0.25 * M_PI;  // //随机方向 -pi/4 --- pi/4
        rocket.velocity            = 380;  //初始速度
        rocket.velocityRange    = 100;    //随机速度 -200+380 --- 200+380
        rocket.yAcceleration    = 75;     //给Y方向一个加速度
        rocket.lifetime            = 1.02;   // 存活1.02秒
        
        rocket.contents            = (id) [[UIImage imageNamed:@"DazRing"] CGImage];
        rocket.scale            = 0.2;
        rocket.color            = [[UIColor redColor] CGColor];
        rocket.greenRange        = 1.0;
        rocket.redRange            = 1.0;       //三个随机颜色
        rocket.blueRange        = 1.0;
        rocket.spinRange        = M_PI;        // slow spin
        
        
        
        // the burst object cannot be seen, but will spawn the sparks
        // we change the color here, since the sparks inherit its value
        CAEmitterCell *burst = [CAEmitterCell emitterCell];
        
        burst.birthRate            = 1.0;        // at the end of travel
        burst.velocity            = 0;           //初始速度
        burst.scale                = 2.5;        //
        burst.redSpeed            =-1.5;        // 颜色变化效果
        burst.blueSpeed            =+1.5;        // 颜色变化效果
        burst.greenSpeed        =+1.0;        // 颜色变化效果
        burst.lifetime            = 0.35;      //存活0.35秒
        
        
        // and finally, the sparks
        CAEmitterCell* spark = [CAEmitterCell emitterCell];
        
        spark.birthRate            = 400;          //每秒产生400个粒子
        spark.velocity            = 125;        //初始速度
        spark.emissionRange        = 2* M_PI;   //随机方向  360 度
        spark.yAcceleration        = 75;        // gravity
        spark.lifetime            = 3;          //存活3秒
        
        spark.contents            = (id) [[UIImage imageNamed:@"snow"] CGImage];
        spark.scaleSpeed        =-0.2;    //逐渐变小
        
        spark.greenSpeed        =-0.1;
        spark.redSpeed            = 0.4;   //三种随机色
        spark.blueSpeed            =-0.1;
        
        spark.alphaSpeed        =-0.25;     //逐渐消失
        spark.alphaRange           = 0.75;  //随机透明度
        spark.spin                = 2* M_PI;
        spark.spinRange            = 2* M_PI;
        
        // 全部加起来
        fireworksEmitter.emitterCells    = [NSArray arrayWithObject:rocket];
        rocket.emitterCells                = [NSArray arrayWithObject:burst];
        burst.emitterCells                = [NSArray arrayWithObject:spark];
        [self.view.layer addSublayer:fireworksEmitter];
    
    }
    

    基础动画CABasicAnimation:
    继承于CAPropertyAnimation,一下介绍几个常见的熟悉
    keyPath 动画方式,fromValue 从 toValue 到 repeatCount执行动画的次数,duration持续时间 ,autoreverses是否自动发转

    //先初始化一个imageView
        self.heart = [[UIImageView alloc] initWithFrame:CGRectMake(50, 50, 200, 200)];
        self.heart.image = [UIImage imageNamed:@"4458.jpg"];
        [self.view addSubview:self.heart];
    
    //实例化动画       
       CABasicAnimation * animation = [CABasicAnimation animation];
    
        //缩放动画
        //设置缩放属性
        animation.keyPath = @"transform.scale";
        animation.toValue = @0.1;//缩到0.1
        animation.fromValue = @0.5;//从0.5开始缩
        
        //设置动画的其他属性
        //设置动画的执行次数 MAXFLOAT 无线循环
        animation.repeatCount = MAXFLOAT;
        //设置动画自动发转,怎么去,怎么回
        animation.autoreverses = YES;
        //设置动画的执行时长
        animation.duration = 0.25;
        //添加动画到层上
        [self.heart.layer addAnimation:animation forKey:nil];
        
        
            //旋转动画
        //设置缩放属性
        animation.keyPath = @"transform.rotation";
        animation.toValue = @(M_PI * 2);
        //设置动画重复次数
        animation.repeatCount = MAXFLOAT;
        //设置动画执行时间
        animation.duration = 1;
        //添加动画到layer
          //添加动画到层上
        [self.heart.layer addAnimation:animation forKey:nil];
        
        //平移动画
         //keyPath可设置为x,y,z在对应方向平移或者直接写成transform.translation,在x和y方向同时平移
         animation.keyPath = @"transform.translation.x";
        animation.fromValue = @(-CGRectGetWidth(self.heart.bounds));
        animation.toValue =  @(CGRectGetWidth(self.heart.bounds));
        //设置动画重复次数
        animation.repeatCount = MAXFLOAT;
        //设置动画执行时间
        animation.duration = 1;
        //添加动画到layer
        [self.heart.layer addAnimation:animation forKey:nil];
    

    关键帧动画CAKeyframeAnimation:

    是CApropertyAnimation的子类,跟CABasicAnimation的区别是:CABasicAnimation只能从一个数值(fromValue)变到另一个数值(toValue),而CAKeyframeAnimation会使用一个NSArray保存这些数值

    • 属性解析:

    • values:就是上述的NSArray对象。里面的元素称为”关键帧”(keyframe)。动画对象会在指定的时间(duration)内,依次显示values数组中的每一个关键帧

    • path:可以设置一个CGPathRef\CGMutablePathRef,让层跟着路径移动。path只对CALayer的anchorPoint和position起作用。如果你设置了path,那么values将被忽略

    • keyTimes:可以为对应的关键帧指定对应的时间点,其取值范围为0到1.0,keyTimes中的每一个时间值都对应values中的每一帧.当keyTimes没有设置的时候,各个关键帧的时间是平分的

    • 说明:CABasicAnimation可看做是最多只有2个关键帧的CAKeyframeAnimation

     //先初始化一个imageView
          self.iv = [[UIImageView alloc] initWithFrame:CGRectMake(50, 100, 200, 200)];
        [self.view addSubview:self.iv];
        self.iv.image = [UIImage imageNamed:@"4458.jpg"];
        CAKeyframeAnimation *anim = [CAKeyframeAnimation animation];
     
         // 1. 抖动幅度
          //anim.values = @[@(angle2Rad(-3)),@(angle2Rad(3)),@(angle2Rad(-3))];
        // 2. 抖动幅度还可以使用path
        anim.path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, 5, 5)].CGPath;
        anim.duration = 2;//抖动时间
        //把抖动效果的原点由图片的中心点改成 左上角
        self.iv.layer.anchorPoint = CGPointZero;
        anim.keyPath = @"transform.rotation";//旋转               anim.repeatCount = MAXFLOAT;
        [self.iv.layer addAnimation:anim forKey:nil];
     
     还可以根据手势移动:
        
        - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
        {
        UITouch *touch = [touches anyObject];
        // 获取手指的触摸点
        CGPoint curP = [touch locationInView:self.iv];
        // 创建路径
        UIBezierPath *path = [UIBezierPath bezierPath];
        _path = path;
         //设置起点
        [path moveToPoint:curP];
        
        }
    
        - (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
        {
        UITouch *touch = [touches anyObject];
       
        
        //获取手指的触摸点
        CGPoint curP = [touch locationInView:self.iv];
        
        [_path addLineToPoint:curP];
        
        [self.view setNeedsDisplay];
        }
    
        - (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
        {
        //给imageView 添加核心动画
        CAKeyframeAnimation *anim = [CAKeyframeAnimation animation];
        anim.keyPath = @"position";
        
        anim.path = _path.CGPath;
        
        anim.duration = 2;
        
        anim.repeatCount = MAXFLOAT;
        
        [self.iv.layer addAnimation:anim forKey:nil];
        }
    
        - (void)drawRect:(CGRect)rect
        {   //划线
        [_path stroke];
        }  ` 
        
    
    #define angle2Rad(angle) ((angle) / 180.0 * M_PI)
    @property (nonatomic,strong) UIBezierPath   *path;
    @property (nonatomic,strong)UIImageView *iv;
    @property (nonatomic,strong)UIImageView *heart;
    

    形变 CATransform3D:

    CATransform3D是一个用于处理3D形变的类,其可以改变控件的平移、缩放、旋转、斜交等,其坐标系统采用的是三维坐标系,即向右为x轴正方向,向下为y轴正方向,垂直屏幕向外为z轴正方向。在CALayer中有一个transform属性便是专门用来控制3D形变的,

     CATransform3D MakeTranslation (CGFloat tx, CGFloat ty, CGFloat tz);
        //CATransform3DMakeTranslation实现以初始位置为基准,在x轴方向上平移x单位,在y轴方向上平移y单位,在z轴方向上平移z单位
           
    ####平移动画####
            [UIView animateWithDuration:0.6 animations:^{
                iv.layer.transform = CATransform3DMakeTranslation(100, 100, 0);
            }];
            
    ####缩放####
            CATransform3D MakeScale (CGFloat sx, CGFloat sy, CGFloat sz);
        //CATransform3DMakeScale实现以初始位置为基准,在x轴方向上缩放x倍,在y轴方向上缩放y倍,在z轴方向上缩放z倍
            [UIView animateWithDuration:0.6 animations:^{
            iv.layer.transform = CATransform3DMakeScale(2, 0.5, 1);
        }];
    ####旋转####
            CATransform3D MakeRotation (CGFloat angle, CGFloat x, CGFloat y, CGFloat z);
        // CATransform3DMakeRotation实现以初始位置为基准,在x轴,y轴,z轴方向上逆时针旋转angle弧度(弧度=π/180×角度,M_PI弧度代表180角度),x,y,z三个参数只分是否为0
             [UIView animateWithDuration:0.6 animations:^{
            iv.layer.transform = CATransform3DMakeRotation(M_PI*0.25, 0, 0, 1);
        }];
         
    ####恢复#### 
     transform属性默认值为CATransform3DIdentity,可以在形变之后设置该值以还原到最初状态
            
            iv.layer.transform = CATransform3DIdentity;
    

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