CAShapeLayer与UIBezierPath实现注水动画与正余弦水波纹动画,雷达扩散效果,添加购物车动画

初步学习了CoreAnimation框架,总结了几个动画效果,主要是通过CAShapeLayer与贝塞尔曲线实现。
推荐一个大神的博客:Kitten 的时间胶囊,爱好动画的可以看看。感觉数学好渣渣,是时候恶补一下了
先看下效果

CAShapeLayer与UIBezierPath实现注水动画与正余弦水波纹动画,雷达扩散效果,添加购物车动画_第1张图片
gif.gif
扇形下载进度

要实现扇形的下载进度,有两种方法, 这里先使用第一种:
1.使用设置UIBezierPath的角度
2.使用 CAShapeLayer的stokeEnd属性

  //设置中心点
    CGPoint point = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
    
    //起点位置
    CGFloat startAngle = - M_PI /2;
    
    //结束位置
    CGFloat endAngle = self.progress *M_PI *2 + startAngle;
    
    
    UIBezierPath *path =[UIBezierPath bezierPathWithArcCenter:point radius:self.bounds.size.width/2 startAngle:startAngle endAngle:endAngle clockwise:1];
    
     //画一根到 圆心的线
    [path addLineToPoint:point];
    
    
    //通过layer绘制
    CAShapeLayer *layer =[CAShapeLayer layer];
    
    
    layer.path = path.CGPath;
    
    layer.fillColor =[UIColor colorWithRed:0.47 green:0.83 blue:0.98 alpha:1].CGColor;
    
    [self.layer addSublayer:layer];
圆形进度
首先 我们需要一个背景层 一个前景层,一个路径供给两个layer使用。这里我们使用改变stokeEnd 来改变圆弧的进度,代码里增加了一点渐变
   self.backLayer =[CAShapeLayer layer];
    self.backLayer.fillColor  =[UIColor clearColor].CGColor;
    self.backLayer.frame = self.bounds;
    self.backLayer.lineWidth = 4;
    self.backLayer.strokeColor =[UIColor lightGrayColor].CGColor;
    [self.layer addSublayer:self.backLayer];
    
    self.foreLayer =[CAShapeLayer layer];
    self.foreLayer.fillColor  =[UIColor clearColor].CGColor;
    self.foreLayer.frame = self.bounds;
    self.foreLayer.strokeColor =[UIColor redColor].CGColor;
    self.foreLayer.lineWidth = 4;
    [self.layer addSublayer:self.foreLayer];
    
    
    UIBezierPath *path=  [UIBezierPath bezierPathWithArcCenter:CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2) radius:self.bounds.size.width/2-2 startAngle:-M_PI_2 endAngle:M_PI *1.5 clockwise:YES];
    self.backPath = path;
    
    self.backLayer.path = self.backPath.CGPath;
    self.foreLayer.path = self.backPath.CGPath;
    self.foreLayer.strokeEnd = 0;
    
    
    self.gradientLayerLeft =[CAGradientLayer layer];
    self.gradientLayerLeft.frame = self.bounds;
    
    self.gradientLayerLeft.colors =@[(__bridge id)[UIColor redColor].CGColor,(__bridge id)[UIColor yellowColor].CGColor,(__bridge id)[UIColor blueColor].CGColor];
    self.gradientLayerLeft.locations = @[@0,@0.5,@1];
    self.gradientLayerLeft.startPoint = CGPointMake(0, 0);
    self.gradientLayerLeft.endPoint = CGPointMake(0, 1);
    [self.layer addSublayer:self.gradientLayerLeft];
  
    
    //设置mask
    [self.gradientLayerLeft setMask:self.foreLayer];
-(void)setProgressValue:(CGFloat)progressValue
{
    _progressValue = progressValue;
    self.foreLayer.strokeEnd = progressValue;
    self.label.text = [NSString stringWithFormat:@"%.f%%",progressValue *100];
}
一个加载动画

引自:旋转加载动画
可以重点学习下做动画的思路,

//核心代码 在动画开始的时候做一些平移旋转
- (void)animationDidStart:(CAAnimation *)anim{
    [UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionCurveEaseOut|UIViewAnimationOptionBeginFromCurrentState animations:^{
        
        self.ball_1.transform = CGAffineTransformMakeTranslation(-BALL_RADIUS, 0);
        self.ball_1.transform = CGAffineTransformScale(self.ball_1.transform, 0.7, 0.7);
        
        self.ball_3.transform = CGAffineTransformMakeTranslation(BALL_RADIUS, 0);
        self.ball_3.transform = CGAffineTransformScale(self.ball_3.transform, 0.7, 0.7);
        
        
        self.ball_2.transform = CGAffineTransformScale(self.ball_2.transform, 0.7, 0.7);
    } completion:^(BOOL finished) {
        [UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionCurveEaseIn  | UIViewAnimationOptionBeginFromCurrentState animations:^{
            self.ball_1.transform = CGAffineTransformIdentity;
            self.ball_3.transform = CGAffineTransformIdentity;
            self.ball_2.transform = CGAffineTransformIdentity;
        } completion:NULL];
        
    }];
}

使用正余弦做的注水动画

在使用正余弦做注水动画时,先了解下正余弦

/**
 正弦曲线公式可表示为y=Asin(ωx+φ)+k:
 A,振幅,最高和最低的距离
 W,角速度,用于控制周期大小,单位x中的起伏个数
 K,偏距,曲线整体上下偏移量
 φ,初相,左右移动的值
 
 这个效果主要的思路是添加两条曲线 一条正玄曲线、一条余弦曲线 然后在曲线下添加深浅不同的背景颜色,从而达到波浪显示的效果
 */

我们要做的 就是使用两条正余弦,但是这两条正余弦, 波峰需要对应波谷,有两种方法:

  1. 使用for循环分别拼接正余弦的路径
-(void)updateWave
{
    //波浪宽度
    CGFloat waterWaveWidth = self.bounds.size.width;
    //初始化运动路径
    CGMutablePathRef path = CGPathCreateMutable();
    
    CGMutablePathRef maskPath = CGPathCreateMutable();
    //设置起始位置
    CGPathMoveToPoint(path, nil, 0, _waveY);
    
    //设置起始位置
    CGPathMoveToPoint(maskPath, nil, 0, _waveY);
    //初始化波浪其实Y为偏距
    CGFloat y = _waveY;
  
    //正弦曲线公式为: y=Asin(ωx+φ)+k;
    for (float x = 0.0f; x <= waterWaveWidth ; x++) {
        y = _waveAmplitude * sin(_wavePalstance * x + _waveX) + _waveY;
       
        CGPathAddLineToPoint(path, nil, x, y);

    }
    for (float x = 0.0f; x <= waterWaveWidth ; x++) {
        y = _waveAmplitude * cos(_wavePalstance * x + _waveX) + _waveY;
       
        CGPathAddLineToPoint(maskPath, nil, x, y);
    }
    [self updateLayer:_waveLayer1 path:path];
    [self updateLayer:_waveLayer2 path:maskPath];

}
-(void)updateLayer:(CAShapeLayer *)layer path:(CGMutablePathRef )path
{
    //填充底部颜色
    CGFloat waterWaveWidth = self.bounds.size.width;
    CGPathAddLineToPoint(path, nil, waterWaveWidth, self.bounds.size.height);
    CGPathAddLineToPoint(path, nil, 0, self.bounds.size.height);
    CGPathCloseSubpath(path);
    layer.path = path;
     CGPathRelease(path);
}


2.使用单个for循环只是 设置 另一条曲线的y值相反即可实现两条正余弦的效果 ,最后一个动画中会有说明

 for (int x = 0; x

但是我们有个需求就是改变 波浪的高度, 实现注水的百分比,就需要设置波浪的偏距

-(void)updateWaveY
{
    CGFloat targetY = self.bounds.size.height - _progress * self.bounds.size.height;
    if (_waveY < targetY) {
        _waveY += 2;
    }
    if (_waveY > targetY ) {
        _waveY -= 2;
    }
}
正余弦动画2

如果有个需求 ,比如一个小船 随着波浪的波动而起伏
那我们就需要计算 波浪的位置,然后设置小船的frame

//这里使用创建正余弦的第二种方法
    for (int x = 0; x

雷达动画

CAShapeLayer与UIBezierPath实现注水动画与正余弦水波纹动画,雷达扩散效果,添加购物车动画_第2张图片
gif.gif

给UIView添加一个分类

#import 

@interface UIView (RadarAnimation)

@property(nonatomic,strong)UIColor *radarColor; //扩散颜色
@property(nonatomic,assign)UIColor *radarBorderColor; //扩散边界颜色
-(void)addRadarAnimation;
@end

调用方法:

 button.radarColor = LBColor(237, 174, 130, 1);
 button.radarBorderColor = LBColor(237, 174, 130, 0.5);
  [button addRadarAnimation];

动画:添加动画的方法,创建三个layer,只不过,开始动画的时间要错开形成这个效果::

-(void)Animation{
    NSInteger pulsingCount = 3;
    double animationDuration = 2;

    CALayer * animationLayer = [[CALayer alloc]init];

    for (int i = 0; i < pulsingCount; i++) {
        CALayer * pulsingLayer = [[CALayer alloc]init];
        pulsingLayer.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
        pulsingLayer.backgroundColor = self.radarColor.CGColor;
        pulsingLayer.borderColor = self.radarBorderColor.CGColor;


        pulsingLayer.borderWidth = 1.0;
        pulsingLayer.cornerRadius = self.frame.size.height/2;

        CAMediaTimingFunction * defaultCurve = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];

        CAAnimationGroup * animationGroup = [[CAAnimationGroup alloc]init];
        animationGroup.fillMode = kCAFillModeBoth;
        animationGroup.beginTime = CACurrentMediaTime() + (double)i * animationDuration/(double)pulsingCount;
        animationGroup.duration = animationDuration;
        animationGroup.repeatCount = HUGE_VAL;
        animationGroup.timingFunction = defaultCurve;

        CABasicAnimation * scaleAnimation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
        scaleAnimation.autoreverses = NO;
        scaleAnimation.fromValue = [NSNumber numberWithDouble:1];
        scaleAnimation.toValue = [NSNumber numberWithDouble:1.5];

        CAKeyframeAnimation * opacityAnimation = [CAKeyframeAnimation animationWithKeyPath:@"opacity"];
        opacityAnimation.values = @[[NSNumber numberWithDouble:1.0],[NSNumber numberWithDouble:0.5],[NSNumber numberWithDouble:0.3],[NSNumber numberWithDouble:0.0]];
        opacityAnimation.keyTimes = @[[NSNumber numberWithDouble:0.0],[NSNumber numberWithDouble:0.25],[NSNumber numberWithDouble:0.5],[NSNumber numberWithDouble:1.0]];
        animationGroup.animations = @[scaleAnimation,opacityAnimation];

        [pulsingLayer addAnimation:animationGroup forKey:@"pulsing"];
        [animationLayer addSublayer:pulsingLayer];
    }
        animationLayer.zPosition = -1;//重新加载时,使动画至底层
    [self.layer addSublayer:animationLayer];

}

爱奇艺旋转动画,说白了还是监听stokeStart stokeEnd做动画效果。

CAShapeLayer与UIBezierPath实现注水动画与正余弦水波纹动画,雷达扩散效果,添加购物车动画_第3张图片
爱奇艺动画.gif

代码:

-(void)setUp{
    
    CGPoint point =  CGPointMake(self.width/2, self.height/2);
    UIBezierPath *path =[UIBezierPath bezierPathWithArcCenter:point radius:(self.width - 1)/2 startAngle:-0.5 *M_PI endAngle:1.5 *M_PI clockwise:YES];

    self.shapeLayer =[[CAShapeLayer alloc]init];
    self.shapeLayer.frame = self. bounds;
    
    self.shapeLayer.strokeColor = [UIColor hexStringToColor:@"#94BF3F"].CGColor;
    self.shapeLayer.fillColor =[UIColor clearColor].CGColor;
    self.shapeLayer.lineWidth = 1;
    self.shapeLayer.lineCap = kCALineCapRound;
    
 
    self.shapeLayer.path = path.CGPath;
    
    [self.layer addSublayer:self.shapeLayer];
    
    
  
    self.imageView =[[UIImageView alloc]initWithFrame:CGRectMake(0, 0, 9, 9)];
    self.imageView.center = point;
    self.imageView.image =[UIImage imageNamed:@"三角形"];
    
    [self addSubview:self.imageView];
    [self animationOne];

}
-(void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag{
    if ([[anim valueForKey:@"animationName"] isEqualToString:@"AnimationEnd"]) {
        
        [self animationTwo];
        [self rotationAnimation];
    }
    if ([[anim valueForKey:@"animationName"] isEqualToString:@"AnimationStart"]) {
        
   
        [self.shapeLayer removeAllAnimations];
        [self animationOne];
    }
    
}
-(void)animationOne{
    
    self.shapeLayer.strokeStart=0;
    //设置strokeEnd的最终值,动画的fromValue为0,strokeEnd的最终值为0.98
    self.shapeLayer.strokeEnd=0.98;
    CABasicAnimation *basicAnimationOne=[CABasicAnimation animationWithKeyPath:@"strokeEnd"];
    basicAnimationOne.fromValue=@(0);
    
    basicAnimationOne.duration= KAnimationDuration;
    
    basicAnimationOne.delegate=self;
    [basicAnimationOne setValue:@"AnimationEnd" forKey:@"animationName"];
    
    [self.shapeLayer addAnimation:basicAnimationOne forKey:@"animationName"];
}
-(void)animationTwo{
    
    self.shapeLayer.strokeStart = 0.98;
    CABasicAnimation *basicAnimationTwo=[CABasicAnimation animationWithKeyPath:@"strokeStart"];
    basicAnimationTwo.fromValue=@(0);
    
    basicAnimationTwo.duration= KAnimationDuration;
    
    basicAnimationTwo.delegate=self;
    [basicAnimationTwo setValue:@"AnimationStart" forKey:@"animationName"];
    

    [self.shapeLayer addAnimation:basicAnimationTwo forKey:@"animationName"];
    
}
-(void)rotationAnimation{
    CABasicAnimation *rotationAnimation=[CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
    
    rotationAnimation.toValue=@(M_PI*2);
    rotationAnimation.duration= KAnimationDuration;
    
    rotationAnimation.delegate=self;
    [rotationAnimation setValue:@"AnimationRotation" forKey:@"animationName"];
    [self.imageView.layer addAnimation:rotationAnimation forKey:@"AnimationRotation"];
    

}

初学动画,参考很多文章,做个小小总结。
demo地址 demo集合

另外一个加入购物车的小动画:


CAShapeLayer与UIBezierPath实现注水动画与正余弦水波纹动画,雷达扩散效果,添加购物车动画_第4张图片
12.gif
-(void)startAnimation
{
    //起点
    
    //控点
    CGPoint controlPoint = CGPointMake(_endPoint.x, _startPoint.y);
    
    UIBezierPath *path = [UIBezierPath bezierPath];
    [path moveToPoint:_startPoint];
    [path addQuadCurveToPoint:_endPoint controlPoint:controlPoint];
    
    CAShapeLayer *layer =[CAShapeLayer layer];
    layer.path = path.CGPath;
    layer.fillColor = [UIColor clearColor].CGColor;
    layer.strokeColor = [UIColor redColor].CGColor;
    layer.lineWidth = 3.0f;
    layer.shouldRasterize = YES;//抗锯齿
    [_viewController.view.layer addSublayer:layer];
    
    //创建关键帧
    CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    
    //动画时间
    animation.duration = 1;
    animation.path = path.CGPath
    ;
    //当动画完成,停留到结束位置
    animation.removedOnCompletion = YES;
    animation.fillMode = kCAFillModeForwards;
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
    [_shopView.layer addAnimation:animation forKey:nil];
    path = nil;

}

贝塞尔曲线(加入购物车动画)

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