动画
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2022-01-28 21:53:23
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coreAnimation
基本动画
//1. 中心点平移动画
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.fromValue = @50;
animation.toValue = @(375-50);
animation.duration = 1.0;
//动画结束视图停留在终点位置
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
[layer addAnimation:animation forKey:@"basic"];
//2. 两个视图做动画
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.byValue = @200;
animation.duration = 2.0;
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
[layer addAnimation:animation forKey:@"basic"];
animation.beginTime = CACurrentMediaTime() + 1.0;
[layer1 addAnimation:animation forKey:@"basic"];
//两个点之间做动画
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position";
animation.fromValue = @(CGPointMake(150, 150));
animation.toValue = @(CGPointMake(180, 200));
animation.duration = 1.0;
//动画结束视图停留在终点位置
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
[viewTemp.layer addAnimation:animation forKey:@"basic"];
- 非匀速动画
//非匀速运动
CABasicAnimation *baseAnimation = [CABasicAnimation animation];
baseAnimation.keyPath = @"position.x";
baseAnimation.fromValue = @[@150];
baseAnimation.toValue = @[@350];
baseAnimation.duration = 1.0;
baseAnimation.fillMode = kCAFillModeForwards;
baseAnimation.removedOnCompletion = NO;
//baseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
baseAnimation.timingFunction = [CAMediaTimingFunction functionWithControlPoints:0.5 :0 :0.9 :0.7];
[viewTemp.layer addAnimation:baseAnimation forKey:@"basic"];
- 旋转动画
//旋转动画
CABasicAnimation *baseAnimation = [CABasicAnimation animation];
baseAnimation.keyPath = @"transform.rotation.z";
baseAnimation.toValue = [NSNumber numberWithFloat: M_PI*2.0];
baseAnimation.duration = 4.0;
baseAnimation.repeatCount = ULLONG_MAX;
[viewTemp.layer addAnimation:baseAnimation forKey:@"rotationAnimation"];
关键帧动画
//使视图摇动动画
CAKeyframeAnimation *keyframeAnimation = [CAKeyframeAnimation animation];
keyframeAnimation.keyPath = @"position.x";
keyframeAnimation.values = @[@0,@10,@-10,@10,@0];
keyframeAnimation.keyTimes = @[@0,@(1/6.0),@(3/6.0),@(5/6.0),@(1)];
keyframeAnimation.duration = 0.4;
keyframeAnimation.additive = YES;
[layer addAnimation:keyframeAnimation forKey:@"shake"];
//使视图按照折线运动
CAKeyframeAnimation *keyFrameAnimation = [CAKeyframeAnimation animation];
keyFrameAnimation.keyPath = @"position";
keyFrameAnimation.values = @[@(CGPointMake(100, 100)),@(CGPointMake(130, 80)),@(CGPointMake(150, 50))];
keyFrameAnimation.keyTimes = @[@(0),@(1/3.0),@(1.0)];
keyFrameAnimation.duration = 3.0;
keyFrameAnimation.fillMode = kCAFillModeForwards;
keyFrameAnimation.removedOnCompletion = NO;
[viewTemp.layer addAnimation:keyFrameAnimation forKey:@"basic"];
总结
- 两种状态间做动画应该用CABaseAnimation
- 多种状态间做动画应该用CAKeyFrameAnimation
springAnimation
-(void)springAnimation{
CASpringAnimation *springAnimation = [CASpringAnimation animationWithKeyPath:@"position"];
springAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)];
springAnimation.duration = springAnimation.settlingDuration;
springAnimation.initialVelocity = 10;
springAnimation.damping = 7;
[self.viewTemp.layer addAnimation:springAnimation forKey:@"springAnimation"];
}
转场动画
CATransition *transition = [CATransition animation];
transition.type = @"moveIn";
transition.subtype = kCATransitionFromLeft;
transition.duration = 1.0;
[self.navigationController.view.layer addAnimation:transition forKey:@"transition"];
[self.navigationController pushViewController:[ViewControllerTwo new] animated:YES];
动画组
- (void)viewDidLoad {
[super viewDidLoad];
UIView *viewTemp = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 100, 100)];
viewTemp.backgroundColor = [UIColor redColor];
[self.view addSubview:viewTemp];
CABasicAnimation *basicAnimation1 = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
basicAnimation1.toValue = [NSNumber numberWithFloat: M_PI*2];
basicAnimation1.duration = 1.0;
basicAnimation1.repeatCount = LONG_MAX;
CABasicAnimation *basicAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
basicAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(100, 500)];
basicAnimation.duration = 2.0;
basicAnimation.repeatCount = 1;
basicAnimation.fillMode = kCAFillModeForwards;
basicAnimation.removedOnCompletion = NO;
CAAnimationGroup *animationGrop = [CAAnimationGroup animation];
animationGrop.animations = @[basicAnimation,basicAnimation1];
animationGrop.duration = 3.0;
animationGrop.autoreverses = YES;
animationGrop.repeatCount = LONG_MAX;
[viewTemp.layer addAnimation:animationGrop forKey:@"animationGroup"];
}
UIKit中的力学动画
重力
animator = [[UIDynamicAnimator alloc] initWithReferenceView:viewTemp];
[animator removeAllBehaviors];
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[viewTemp]];
[gravityBehavior setAngle:0 magnitude:9.8];
[animator addBehavior:gravityBehavior];
注意:UIDynamicAnimator对象不能用局部变量形式,ARC下会被释放,导致没有动画。
碰撞与弹力
- (void)testGravityCollision{
[self.animator removeAllBehaviors];
//重力
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[self.viewTemp]];
[gravityBehavior setAngle:M_PI_4 magnitude:0.5];
[self.animator addBehavior:gravityBehavior];
//碰撞
UICollisionBehavior *collistionBehavior = [[UICollisionBehavior alloc] initWithItems:@[self.viewTemp]];
collistionBehavior.translatesReferenceBoundsIntoBoundary = YES;
[self.animator addBehavior:collistionBehavior];
//弹力
UIDynamicItemBehavior *itemBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[self.viewTemp]];
itemBehavior.elasticity = 0.7;
[self.animator addBehavior:itemBehavior];
}
吸附力
- 元素与锚点吸附
- (void)testAttached{
//重力
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[self.viewTemp]];
[gravityBehavior setAngle:M_PI_2 magnitude:0.5];
[self.animator addBehavior:gravityBehavior];
//吸附力(要撞到锚点,但是要侧撞)
UIAttachmentBehavior *attachmentBehavior = [[UIAttachmentBehavior alloc] initWithItem:self.viewTemp offsetFromCenter:UIOffsetMake(50, 0) attachedToAnchor:CGPointMake(270, 330)];
attachmentBehavior.length = 70;//两点之间作用力长度(刚性吸附,类似杠杆)
- (void)testAttached{
//重力
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[self.viewTemp]];
[gravityBehavior setAngle:M_PI_2 magnitude:0.5];
[self.animator addBehavior:gravityBehavior];
//吸附力(要撞到锚点,但是要侧撞)
UIAttachmentBehavior *attachmentBehavior = [[UIAttachmentBehavior alloc] initWithItem:self.viewTemp offsetFromCenter:UIOffsetMake(50, 0) attachedToAnchor:CGPointMake(270, 330)];
attachmentBehavior.length = 170;//两点之间作用力长度(刚性吸附,类似杠杆)
attachmentBehavior.frequency = 10000;//震动频率(弹性吸附,类似橡皮筋)
[self.animator addBehavior:attachmentBehavior];
}
[self.animator addBehavior:attachmentBehavior];
}
- 元素与元素吸附
- (void)testAttached{
[self.animator removeAllBehaviors];
//viewTemp1
self.viewTemp1 = [[UIView alloc] initWithFrame:CGRectMake(270, 270, 100, 100)];
self.viewTemp1.backgroundColor = [UIColor redColor];
[self.view addSubview:self.viewTemp1];
//重力
UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[self.viewTemp]];
[gravityBehavior setAngle:M_PI_2 magnitude:0.5];
[self.animator addBehavior:gravityBehavior];
//吸附力(要撞到锚点,但是要侧撞)
UIAttachmentBehavior *attachmentBehavior = [[UIAttachmentBehavior alloc] initWithItem:self.viewTemp offsetFromCenter:UIOffsetMake(50, 0) attachedToItem:self.viewTemp1 offsetFromCenter:UIOffsetMake(-50, 0)];
attachmentBehavior.length = 70;//两点之间作用力长度(刚性吸附,类似杠杆)
[self.animator addBehavior:attachmentBehavior];
}
吸附力总结:
- view与锚点间的吸附,是否要进行偏移。是否要进行刚性吸附还是弹性吸附
- view与view间的吸附,是否要进行偏移。是否要进行刚性吸附还是弹性吸附
推力
- (void)testPush{
//推力
UIPushBehavior *pushBehavior = [[UIPushBehavior alloc] initWithItems:@[self.viewTemp] mode:UIPushBehaviorModeInstantaneous];
[pushBehavior setTargetOffsetFromCenter:UIOffsetMake(-25, 0) forItem:self.viewTemp];
[pushBehavior setAngle:M_PI_4];
[pushBehavior setMagnitude:5.0];
[self.animator addBehavior:pushBehavior];
//碰撞力
UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc] initWithItems:@[self.viewTemp]];
collisionBehavior.translatesReferenceBoundsIntoBoundary = YES;
[self.animator addBehavior:collisionBehavior];
}
推力总结
- 是持续推力还是瞬间推力
- 是否中心点要偏移
- 推力的方向以及大小
捕获
UISnapBehavior *snapBehavior = [[UISnapBehavior alloc] initWithItem:self.viewTemp snapToPoint:CGPointMake(300, 300)];
snapBehavior.damping = 0.0;
[self.animator addBehavior:snapBehavior];
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