@zwenqiang
2015-12-17T16:55:51.000000Z
字数 3684
阅读 7192
IOS
首先附上一张从网上找到的Core Animation
的结构图。
准备: 使用Core Animation
制作动画需要引入QuartzCore.framework
库,并在制作动画的地方引入#import <QuartzCore/QuartzCore.h>
CABasicAnimation
(关键帧动画)所谓关键帧动画,就是将Layer
的属性作为KeyPath
来注册,指定动画的起始帧和结束帧,然后自动计算和实现中间的过渡动画的一种动画方式。
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"position.x";
animation.duration = 1;
animation.fromValue = @77;
animation.toValue = @455;
animation.repeatCount = 1;
animation.beginTime = CACurrentMediaTime() + 0.5;
animation.autoreverses = YES;
[rocket.layer addAnimation:animation forKey:@"basic"];
动画属性参数说明:
keyPath
:动画的运动属性。常见的支持有: 见官方文档
平移:
-position
(点到点坐标)
-position.x
或者transform.translation.x
(x坐标方向的移动)
-position.y
或者transform.translation.y
(y坐标方向的移动)
缩放:scale
旋转:rotation
-transform.rotation.x
(绕x坐标轴旋转)
-transform.rotation.y
(绕y坐标轴旋转)
animation.keyPath = @"position";
animation.keyPath = @"transform.scale"
animation.keyPath = @"transform.rotation.y"
duration
: 动画持续时间,以秒为单位fromValue
: 动画的开始状态(绝对定位)toValue
:动画的结束状态(绝对定位)byValue
:动画的相对结束位置(相对定位)。动画中fromValue
-> toValue
表示从开始位置到结束位置(相对位置),也可以设定从
当前位置到加上byValue
. fromValue
、toValue
和byValue
是id
类型,如果是基本类型的话,需要转化为OC对应的类类型@。
animation.fromValue = [NSNumber numberWithFloat:50.0];
animation.toValue = @500.0;
animation.byValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)];
repeatCount
:表示动画重复次数。默认为0,指定为HUGE_VALF
, 永久执行.autoreverses
:动画结束之后是否执行逆动画。beginTime
:指定动画执行的时间。如果需要动画延迟,可以加上CACurrentMediaTime()+ 延迟的秒数
。timingFunction
: 设定动画的速度变化。
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut]; //先加速后减速
方法一(推荐)
这种方式有局限性,适用于消失效果的动画。
layer.position = CGPointMake(455, 61);
方法二(通用)
可以添加以下两行代码
animation.fillMode = kCAFillModeForward;
animation.removedOnCompletion = NO;
默认动画执行结束之后,就从渲染树render tree
中移除,设置removedOnCompletion
为NO
,保留渲染后的动画。
CAKeyframeAnimation
组合动画CABasicAnimation
动画是一次执行单一效果的动画,CAKeyframeAnimation
可以在一次动作中执行多种效果。
为动画图形运动划定运动路线
//定义动画贝塞尔曲线路径
UIBezierPath *path = [UIBezierPath bezierPath];
//定义起点
[path moveToPoint:CGPointMake(50, 150)];
//结束点、中间点
[path addQuadCurveToPoint:CGPointMake(270, 300) controlPoint:CGPointMake(150, 20)];
//定义2个路径点
//[path addCurveToPoint:CGPointMake(50, 500) controlPoint1: CGPointMake(350, 400) controlPoint2:CGPointMake(100, 450)];
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.path = path.CGPath; //设置路径
animation.rotationMode = kCAAnimationRotateAuto;
//放大
CABasicAnimation *expandAnimation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
expandAnimation.duration = 0.5f;
expandAnimation.fromValue = [NSNumber numberWithFloat:1];
expandAnimation.toValue = [NSNumber numberWithFloat:2.0f];
expandAnimation.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
//缩小
CABasicAnimation *narrowAnimation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
narrowAnimation.beginTime = 0.5;
narrowAnimation.fromValue = [NSNumber numberWithFloat:2.0f];
narrowAnimation.duration = 1.5f;
narrowAnimation.toValue = [NSNumber numberWithFloat:0.5f];
narrowAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
//添加动画集
CAAnimationGroup *groups = [CAAnimationGroup animation];
groups.animations = @[animation,expandAnimation,narrowAnimation];
groups.duration = 2.0f;
groups.removedOnCompletion = NO;
groups.fillMode = kCAFillModeForwards;
groups.delegate = self;
[layer addAnimation:groups forKey:@"group"];
CAAnimationDelegate
指定委托对象,实现委托方法
animation.delegate = self; // 指定委托对象
#pragma mark CAAnimation Delegate
- (void)animationDidStart:(CAAnimation *)anim{
NSLog(@"动画启动");
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag{
NSLog(@"动画结束");
}
参考:
Animations Explained / 中文翻译
CSDN博客 - CABasicAnimation的基本使用方法(移动·旋转·放大·缩小)
深入了解
- Further Reading
- UIKit Dynamics