基本动画
- 使用 CABasicAnimation,实现一个动画
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.fromValue = @77;
animation.toValue = @455;
animation.duration = 1;
//使rocket留在最终状态,设置removedOnCompletion为No以防止它被自动移除
animation.fillMode = kCAFillModeForward;
animation.removedOnCompletion = NO;
[rocket.layer addAnimation:animation forKey:@"basic"];
- 其中的animation.keyPath支持的键路径的完整列表:https://developer.apple.com/library/ios/documentation/Cocoa/Conceptual/CoreAnimation_guide/Key-ValueCodingExtensions/Key-ValueCodingExtensions.html
- 如何更精确的控制动画:http://ronnqvi.st/controlling-animation-timing/
- fromValue,byValue和toValue的不同组合实现不同效果可以查看:https://developer.apple.com/library/ios/documentation/GraphicsImaging/Reference/CABasicAnimation_class/Introduction/Introduction.html#//apple_ref/doc/uid/TP40004496-CH1-SW4
多步动画
- 使用CAKeyframeAnimation,实现一个动画
CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
animation.keyPath = @"position.x";
animation.values = @[ @0, @10, @-10, @10, @0 ];
animation.keyTimes = @[ @0, @(1 / 6.0), @(3 / 6.0), @(5 / 6.0), @1 ];
animation.duration = 0.4;
animation.additive = YES;
[form.layer addAnimation:animation forKey:@"shake"];
沿路径的动画
CGRect boundingRect = CGRectMake(-150, -150, 300, 300);
CAKeyframeAnimation *orbit = [CAKeyframeAnimation animation];
orbit.keyPath = @"position";
orbit.path = CFAutorelease(CGPathCreateWithEllipseInRect(boundingRect, NULL));
orbit.duration = 4;
orbit.additive = YES;
orbit.repeatCount = HUGE_VALF;
orbit.calculationMode = kCAAnimationPaced;
orbit.rotationMode = kCAAnimationRotateAuto;
[satellite.layer addAnimation:orbit forKey:@"orbit"];
时间函数
CAMediaTimingFunction
- time function也可以称作easing函数,最简单的easing函数是linear。在Core Animation中这个功能由CAMediaTimingFunction 类表示
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.fromValue = @50;
animation.toValue = @150;
animation.duration = 1;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[rectangle.layer addAnimation:animation forKey:@"basic"];
rectangle.layer.position = CGPointMake(150, 0);
Core Animation附带了一些linear之外的内置easing函数
- Ease in (kCAMediaTimingFunctionEaseIn):
- Ease out (kCAMediaTimingFunctionEaseOut):
- Ease in ease out (kCAMediaTimingFunctionEaseInEaseOut):
- 默认 (kCAMediaTimingFunctionDefault):
+functionWithControlPoints:::: 创建自己的 easing 函数
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.fromValue = @77;
animation.toValue = @455;
animation.duration = 1;
animation.timingFunction = [CAMediaTimingFunction functionWithControlPoints:0.5:0:0.9:0.7];
[rocket.layer addAnimation:animation forKey:@"basic"];
rocket.layer.position = CGPointMake(150, 0);
动画组
- 复杂动画,同时为多个属性进行动画。同时对position,rotation和z-position进行动画。使用CAAnimationGroup
CABasicAnimation *zPosition = [CABasicAnimation animation];
zPosition.keyPath = @"zPosition";
zPosition.fromValue = @-1;
zPosition.toValue = @1;
zPosition.duration = 1.2;
CAKeyframeAnimation *rotation = [CAKeyframeAnimation animation];
rotation.keyPath = @"transform.rotation";
rotation.values = @[ @0, @0.14, @0 ];
rotation.duration = 1.2;
rotation.timingFunctions = @[
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut],
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]
];
CAKeyframeAnimation *position = [CAKeyframeAnimation animation];
position.keyPath = @"position";
position.values = @[
[NSValue valueWithCGPoint:CGPointZero],
[NSValue valueWithCGPoint:CGPointMake(110, -20)],
[NSValue valueWithCGPoint:CGPointZero]
];
position.timingFunctions = @[
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut],
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]
];
position.additive = YES;
position.duration = 1.2;
CAAnimationGroup *group = [[CAAnimationGroup alloc] init];
group.animations = @[ zPosition, rotation, position ];
group.duration = 1.2;
group.beginTime = 0.5;
[card.layer addAnimation:group forKey:@"shuffle"];
card.layer.zPosition = 1;