• 关键帧动画,也是CAPropertyAnimation的子类,与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
• CABasicAnimation可看做是只有2个关键帧的CAKeyframeAnimation
在关键帧动画中还有一个非常重要的参数,那便是calculationMode,所谓计算模式:其主要针对的是每一帧的内容为一个座标点的情况,也就是对anchorPoint和 position进行的动画
•当在平面座标系中有多个离散的点的时候,可以是离散的,也可以直线相连后进行插值计算,也可以使用圆滑的曲线将他们相连后进行插值计算
•calculationMode目前提供如下几种模式:
–kCAAnimationLinear 默认值,表示当关键帧为座标点的时候,关键帧之间直接直线相连进行插值计算
–kCAAnimationDiscrete 离散的,不进行插值计算,所有关键帧直接逐个进行显示
–kCAAnimationPaced 使得动画均匀进行,而不是按keyTimes设置的或者按关键帧平分时间,此时keyTimes和timingFunctions无效
–kCAAnimationCubic 对关键帧为座标点的关键帧进行圆滑曲线相连后插值计算,这里的主要目的是使得运行的轨迹变得圆滑
–kCAAnimationCubicPaced 看这个名字就知道和kCAAnimationCubic有一定联系,其实就是在kCAAnimationCubic的基础上使得动画运行变得均匀,就是系统时间内运动的距离相同,此时keyTimes以及timingFunctions也是无效的
•
•注意:就目前而言,此属性研究的意义不大,知道有这么一个属性即可,只有再做复杂动画,同时动画效果不够理想的时候,才需要考虑使用这一属性
//---点赞--
- (void)initBtn{
UIButton *btn = [[UIButton alloc]init];
btn.frame = CGRectMake(50, 150, 30, 30);
// btn.showsTouchWhenHighlighted = YES;//---点击闪烁
[btn setImage:[UIImage imageNamed:@"priase_dafault"] forState:UIControlStateNormal];
[btn setImage:[UIImage imageNamed:@"priase_select"] forState:UIControlStateSelected];
[btn addTarget:self action:@selector(btnClick:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:btn];
}
- (void)btnClick:(UIButton *)sender{
sender.selected = !sender.selected;
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale"];
if (sender.selected) {
animation.values = @[@1.5 ,@0.8, @1.0,@1.2,@1.0];
animation.duration = 0.5;
}else{
animation.values = @[@0.8, @1.0];
animation.duration = 0.4;
}
animation.calculationMode = kCAAnimationCubic;
[sender.layer addAnimation:animation forKey:@"transform.scale"];
}
//---抖动动画
// 角度转弧度
#define angle2Radion(angle) (angle / 180.0 * M_PI)
- (void)setKeyframeAnimation{
// 创建动画
CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
animation.keyPath = @"transform.rotation";
// rotation旋转,需要添加弧度值
// angle2Radion() 角度转弧度的宏
// @() 包装为NSNumber对象
animation.values = @[@(angle2Radion(-5)),@(angle2Radion(5)),@(angle2Radion(-5))];
animation.repeatCount = MAXFLOAT;
animation.duration = 0.2;
[self.imageView1.layer addAnimation:animation forKey:nil];
// 修改锚点
// self.imageView1.layer.anchorPoint = CGPointZero;
// self.imageView1.layer.anchorPoint = CGPointMake(0.2, 0.2);
}
//--转圈
- (void)btnClick{
CAKeyframeAnimation *anim = [CAKeyframeAnimation animation];
// 设置动画属性
anim.keyPath = @"position";
//设置path************************
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(60, 60, 100, 100)];
anim.path = path.CGPath;
anim.duration = 0.25;
// 取消反弹
anim.removedOnCompletion = NO;
anim.fillMode = kCAFillModeForwards;
anim.repeatCount = MAXFLOAT;
[self.imageView1.layer addAnimation:anim forKey:nil];
}
//动画添加贝塞尔路径
- (void)demoViewBezierPathAnimation
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:self.imageView1.center]; //一定要设置 不然底层的CGPathRef找不到起始点,将会崩溃
[path addCurveToPoint:CGPointMake(270, 410) controlPoint1:CGPointMake(0, SCREEN_HEIGHT) controlPoint2:CGPointMake(SCREEN_WIDTH, 0)]; //以左下角和右上角为控制点
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.path = path.CGPath;
animation.duration = 3.0f;
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
[self.imageView1.layer addAnimation:animation forKey:nil];
}
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