水波纹 波浪效果

作者: GA_ | 来源:发表于2017-12-15 15:31 被阅读70次
    水波纹效果图
    公式:

    主要是用到正弦曲线公式为: y=Asin(ωx+φ)+k
    private var A: CGFloat = 0 // 振幅
    private var ω: CGFloat = 0 // 角速度
    private var φ: CGFloat = Double.pi.cgFloat
    private var k: CGFloat = 10 // 偏距

    思路:

    使用CADisplayLink不断的重新绘画CAShapeLayer的路径

    import UIKit
    
    class YYWaterView: UIView {
        
        @IBInspectable var speed: CGFloat = 0 // 建议 1~10
        @IBInspectable var swingHeight: CGFloat = 20  // 不可以超过高或者
        @IBInspectable var palstance: CGFloat = 1  // 角速度 建议1~10
        @IBInspectable var waterWaveColor: UIColor = UIColor.blue
        @IBInspectable var directionType: Int = 1
        
        override func awakeFromNib() {
            super.awakeFromNib()
            self.backgroundColor = UIColor.clear
        }
        
        convenience init(frame: CGRect, speed: CGFloat, swingHeight: CGFloat = 20, palstance: CGFloat = 1, waterWaveColor: UIColor = UIColor.blue, directionType: WaterDirectionType = .up) {
            self.init(frame: frame)
            
            self.speed = speed
            self.swingHeight = swingHeight
            self.waterWaveColor = waterWaveColor
            self.directionType = directionType.rawValue
        }
        
        enum WaterDirectionType: Int {
            case up = 1, down = 2, left = 3, right = 4
        }
        
        private var speedX: CGFloat = 0 // x轴移动速度
        private var A: CGFloat = 0 // 振幅 
        private var ω: CGFloat = 0 // 角速度 大于0
        private var φ: CGFloat = Double.pi.cgFloat 
        private var k: CGFloat = 10 // 偏距
        //正弦曲线公式为: y=Asin(ωx+φ)+k
        
        override func layoutSubviews() {
            super.layoutSubviews()
            
            self.layer.addSublayer(waterLayer)
    
            configData()
            
            displayLink.add(to: RunLoop.current, forMode: .commonModes)
        }
        
        private func configData() {
            switch WaterDirectionType(rawValue: directionType)! {
            case .up, .down:
                A = self.swingHeight >= self.bounds.height ? self.bounds.height : self.swingHeight
                k = self.bounds.height
                ω = palstance*Double.pi.cgFloat / self.bounds.width
                break
            case .left, .right:
                A = self.swingHeight >= self.bounds.width ? self.bounds.width : self.swingHeight
                k = self.bounds.width
                ω = Double.pi.cgFloat / self.bounds.height
                break
            }
            
            speedX = ω * speed
        }
        
        lazy var waterLayer: CAShapeLayer = {
            let layer = CAShapeLayer()
            layer.frame = self.bounds
            layer.backgroundColor = UIColor.clear.cgColor
            return layer
        }()
        
        lazy var displayLink: CADisplayLink = {
            let link = CADisplayLink(target: self, selector: #selector(displayLinkAction))
            return link
        }()
        
        @objc func displayLinkAction() {
            self.update()
        }
        
        private func update() {
            _ = autoreleasepool { () -> CGMutablePath in
                self.φ += self.speedX
                var x: CGFloat = 0
                var y: CGFloat = 0
                let waterPath = CGMutablePath()
                
                switch WaterDirectionType(rawValue: directionType)! {
                case .up:
                    waterPath.move(to: CGPoint(x: 0, y: 0))
                    while x <= self.bounds.width {
                        y = self.A * sin(self.ω * x + self.φ) + self.A
                        waterPath.addLine(to: CGPoint(x: x, y: y))
                        x += 0.1
                    }
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: 0))
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: 0, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: 0, y: 0))
                    break
                case .down:
                    waterPath.move(to: CGPoint(x: 0, y: self.bounds.height))
                    while x <= self.bounds.width {
                        y = self.A * sin(self.ω * x + self.φ) + k - self.A
                        waterPath.addLine(to: CGPoint(x: x, y: y))
                        x += 0.1
                    }
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: 0))
                    waterPath.addLine(to: CGPoint(x: 0, y: 0))
                    waterPath.addLine(to: CGPoint(x: 0, y: self.bounds.height))
                    break
                case .left:
                    waterPath.move(to: CGPoint(x: 0, y: 0))
                    while x <= self.bounds.height {
                        y = self.A * sin(self.ω * x + self.φ) + self.A
                        waterPath.addLine(to: CGPoint(x: y, y: x))
                        x += 0.1
                    }
                    waterPath.addLine(to: CGPoint(x: 0, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: 0))
                    waterPath.addLine(to: CGPoint(x: 0, y: 0))
                    break
                case .right:
                    waterPath.move(to: CGPoint(x: 0, y: 0))
                    waterPath.addLine(to: CGPoint(x: self.bounds.width, y: 0))
                    while x <= self.bounds.height {
                        y = self.A * sin(self.ω * x + self.φ) + k - self.A
                        waterPath.addLine(to: CGPoint(x: y, y: x))
                        x += 0.1
                    }
                    waterPath.addLine(to: CGPoint(x: 0, y: self.bounds.height))
                    waterPath.addLine(to: CGPoint(x: 0, y: 0))
                    break
                }
                
                waterPath.closeSubpath()
    
                self.waterLayer.path = waterPath
                self.waterLayer.fillColor = self.waterWaveColor.cgColor
                return waterPath
            }
        }
        
        deinit {
            displayLink.remove(from: RunLoop.current, forMode: .commonModes)
            displayLink.invalidate()
        }
        
    }
    
    使用:

    xib


    WX20171216-143606@2x.png

    代码
    convenience init(frame: CGRect, speed: CGFloat, swingHeight: CGFloat = 20, palstance: CGFloat = 1, waterWaveColor: UIColor = UIColor.blue, directionType: WaterDirectionType = .up) 方法初始化

    代码链接

    https://github.com/kongzichixiangjiao/YE
    YYWaterView类中

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        本文标题:水波纹 波浪效果

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