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ios属性动画之CASpringAnimation和关键帧动画

ios属性动画之CASpringAnimation和关键帧动画

作者: 闯先生的猫 | 来源:发表于2016-04-12 17:42 被阅读2093次

    CASpringAnimation 弹簧动画
    它属于基础动画 CABasicAnimation ->只能设置fromValue toValue
    stiffness 刚度(劲度/弹性)刚度越大 形度产生的力就越大 运动越快
    damping 阻力 阻力越大 停止越快
    initialVelocity 初始速率,动画视图的初始速度大小 速率为正数时 速度方向与运动方向一致 速率为负数时 速度方向与运动方向相反
    settlingDuration 获得动画完成的预估时间
    案例:
    先定义通过图片的属性:

    @property (weak, nonatomic) IBOutlet UIImageView *img;
    
    -(void)move:(CGPoint)position{
        /*
         CASpringAnimation -> CABasicAnimation ->CAPropertyAnimation
         初始化:+ (instancetype)animationWithKeyPath:(nullable NSString *)path;
         
         把动画添加到图层 addAnimation:forkey:
         */
        CASpringAnimation *animation = [CASpringAnimation animationWithKeyPath:@"position"];
        
    //    CGPoint -> id
    //    CGPoint -> NSValue
        animation.fromValue = [NSValue valueWithCGPoint:self.img.center];
        animation.toValue = [NSValue valueWithCGPoint:position];
    //    设置fillModel 必须设置 removedOnCompletion
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeBoth;
        
        [self.img.layer addAnimation:animation forKey:@"move"];
        
    }
    -(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
        [self move:[[touches anyObject]locationInView:self.view]];
        
    }
    
    Untitled.gif

    弹簧动画二:

    #import "ViewController.h"
    
    @interface ViewController ()
    
    @property (weak, nonatomic) IBOutlet UIButton *myButton;
    
    @end
    
    @implementation ViewController
    
    - (void)viewDidLoad {
        [super viewDidLoad];
        
    }
    
    - (IBAction)sender:(id)sender {
        
        UIButton *button = sender;
        button.selected = !button.selected;
        button.backgroundColor = button.selected!=YES?[UIColor redColor]:[UIColor colorWithRed:0.490 green:1.000 blue:0.199 alpha:1.000];
        
        [self jamp];
    }
    -(void)jamp{
        CASpringAnimation *animation = [CASpringAnimation animationWithKeyPath:@"bounds"];
        animation.toValue = [NSValue valueWithCGRect:CGRectMake(0, 0, CGRectGetWidth(self.myButton.frame)*1.5, CGRectGetHeight(self.myButton.frame)*1.5)];
        animation.mass = 2;
        //阻力
        animation.damping = 3;
        //初始速率
        animation.initialVelocity = 50;
        //刚度
        animation.stiffness = 100;
        //持续时间
        animation.duration = animation.settlingDuration;
        
        [self.myButton.layer addAnimation:animation forKey:@"jamp"];
    }
    -(void)move:(CGPoint)toPoint{
        
        CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position"];
        animation.toValue = [NSValue valueWithCGPoint:toPoint];
        animation.duration = 3;
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeBoth;
        [self.myButton.layer addAnimation:animation forKey:@""];
        
    }
    -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
        NSLog(@"button 改变位置 之前的中心点x:%f y:%f",self.myButton.center.x,self.myButton.center.y);
         NSLog(@"button 改变位置 之前的中心点x:%f y:%f",self.myButton.layer.position.x,self.myButton.layer.position.y);
        
        /*
         CAAnimation 只是改变图层的动画效果 并没有真实的改变 视图、图层的属性值
         */
        
        [self move:[[touches anyObject]locationInView:self.view]];
    }
    
    弹簧动画.gif

    关键帧动画:
    补间动画 两个值发生改变 中间产生的动画效果叫做补间动画

    关键帧动画与基础动画的区别:
    基础动画 只能是某属性的初始值 到另一个值 产生动画效果
    关键帧动画 支持多个值(values)或者一个路径(path)
    CAKeyframeAnimation
    values:值得数组
    path:值得路径
    keyTimes:时间值(0,1)
    timingFunction:速度控制的数组

    calculationMode:动画样式
       KCAAnimationLinear 自定义控制动画的时间(线性)可以设置keyTimes
     
       kCAAnimationDiscrete 离散动画 没有任何补间动画 使用keyTimes@[@0.3,@0.5,@@1.0];
       kCAAnimationPaced 节奏动画 自动计算动画的运动时间
       kCAAnimationCubic 曲线动画 需要设置timingFunctions
       kCAAnimationCubicPaced 节奏曲线动画 自动计算
    
    rotationMode:旋转的样式
      kCAAnimationRotateAuto 自动
      kCAAnimationRotateAutoReverse 自动翻转
    

    关键帧动画可以根据你自己设置的轨迹进行变化
    案例:

    - (void)viewDidLoad {
        [super viewDidLoad];
        self.view.backgroundColor = [UIColor blackColor];
        
        [self.view.layer addSublayer:self.layer];
        [self.view.layer addSublayer:self.petalLayer];
    }
    -(void)demo1{
        CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        animation.values = @[[NSValue valueWithCGPoint:CGPointMake(100, 50)],[NSValue valueWithCGPoint:CGPointMake(200, 200)],[NSValue valueWithCGPoint:CGPointMake(100, 450)]];
        animation.duration = 3;
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeBoth;
    //    kCAAnimationCubicPaced 自动计算运动轨迹 补间动画的 时间
        animation.calculationMode = kCAAnimationCubicPaced;
    //    旋转的模式 -> 使用的是 paths
    //    animation.rotationMode = kCAAnimationRotateAutoReverse;
        [self.petalLayer addAnimation:animation forKey:@""];
        
    }
    -(void)demo2:(CGPoint)toPoint{
        CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        //初始化
        UIBezierPath *path = [UIBezierPath bezierPath];
        //路径的起始点
        [path moveToPoint:self.petalLayer.position];
        [path addCurveToPoint:toPoint controlPoint1:CGPointMake(200, 200) controlPoint2:CGPointMake(150, 300)];
        
        animation.path = path.CGPath;
        animation.duration = 5;
        animation.removedOnCompletion = NO;
        animation.fillMode = kCAFillModeBoth;
        //    kCAAnimationCubicPaced 自动计算运动轨迹 补间动画的 时间
    //    animation.calculationMode = kCAAnimationCubicPaced;
        //    旋转的模式 -> 使用的是 paths
            animation.rotationMode = kCAAnimationRotateAuto;
        [self.petalLayer addAnimation:animation forKey:@""];
        
    }
    
    -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
    //    [self demo1];
        [self demo2:[[touches anyObject]locationInView:self.view]];
    }
    
    - (CALayer *)petalLayer{
        if (_petalLayer) {
            return _petalLayer;
        }
        _petalLayer = [CALayer layer];
        _petalLayer.position = CGPointMake(self.view.center.x, 50);
        UIImage *image =[UIImage imageNamed:@"3"];
        _petalLayer.bounds = CGRectMake(0, 0, image.size.width, image.size.height);
        _petalLayer.contents = (id)image.CGImage;
        
        return _petalLayer;
    }
    //懒加载
    - (CALayer *)layer{
        if (_layer) {
            return _layer;
        }
        _layer = [CALayer layer];
        _layer.position = CGPointMake(self.view.center.x, self.view.center.y+100);
        UIImage *image =[UIImage imageNamed:@"4"];
        _layer.bounds = CGRectMake(0, 0, image.size.width/2, image.size.height/2);
        _layer.contents = (id)image.CGImage;
        
        return _layer;
         
    }
    
    关键帧动画.gif

    关键帧三:
    首先我们要建立一个PatingView的类:

    #import <UIKit/UIKit.h>
    
    @interface PatingView : UIView
    
    @property (nonatomic,strong) UIBezierPath *path;
    @property (nonatomic,strong) CALayer *pointLayer;
    
    -(void)animation;
    @end
    
    #import "PatingView.h"
    
    @implementation PatingView
    
    -(UIBezierPath *)path{
        if (_path !=nil) {
            return _path;
        }
        _path = [UIBezierPath bezierPath];
        return _path;
    }
    -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
        
        [self.path moveToPoint:[[touches anyObject]locationInView:self]];
        
    }
    -(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
        [self.path addLineToPoint:[[touches anyObject]locationInView:self]];
    //   重绘视图
        [self  setNeedsDisplay];
    }
    -(void)drawRect:(CGRect)rect{
        [[UIColor colorWithRed:0.403 green:0.197 blue:1.000 alpha:1.000]set];
        self.path.lineWidth = 2;
        [self.path stroke];
    }
    -(CALayer *)pointLayer{
        if (_pointLayer) {
            return _pointLayer;
        }
       
        _pointLayer = [CALayer layer];
        _pointLayer.frame = CGRectMake(-30, 0, 15, 15);
        _pointLayer.backgroundColor = [UIColor redColor].CGColor;
        _pointLayer.shadowColor = [UIColor yellowColor].CGColor;
        _pointLayer.shadowRadius = 15/2;
        _pointLayer.shadowOpacity = 0.8;
        _pointLayer.cornerRadius = 15/2;
    //    [self.layer addSublayer:_pointLayer];
        
        //复制图层
        CAReplicatorLayer *layer = [CAReplicatorLayer layer];
        layer.frame = self.bounds;
        layer.instanceCount = 20;
        
        //instanceDelay 复制副本之间的延迟
        layer.instanceDelay = 0.5;
        layer.instanceColor = [UIColor redColor].CGColor;
        [self.layer addSublayer:layer];
        [layer addSublayer:_pointLayer];
        
        return _pointLayer;
    }
    -(void)animation{
        CAKeyframeAnimation *an = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        an.path = self.path.CGPath;
        an.repeatCount = HUGE;
        an.duration = 5;
        [self.pointLayer addAnimation:an forKey:@""];
    }
    @end
    
    #import "ViewController.h"
    #import "PatingView.h"
    
    @interface ViewController ()
    
    @property (weak, nonatomic) IBOutlet PatingView *paintingView;
    
    @end
    
    @implementation ViewController
    
    - (void)viewDidLoad {
        [super viewDidLoad];
        
    }
    //这里的button是在storyBoard上建立的
    - (IBAction)sender:(id)sender {
    
        [self.paintingView animation];
    }
    
    关键帧动画三.gif

    《完》

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