Android实现跳动的小球加载动画效果

先来看看效果图

跳动的小球做这个动画,需掌握:

     1、属性动画

     2、Path类、Canvas类

     3、贝塞尔曲线

     4、SurfaceView用法

     5、自定义attr属性

     6 、架构: 状态模式,控制器

     7 、自由落体,抛物线等概念

不多说了,直接上码

1.DancingView.java

public class DancingView extends SurfaceView implements SurfaceHolder.Callback {

public static final int STATE_DOWN = 1;//向下状态

public static final int STATE_UP = 2;//向上状态

public static final int DEFAULT_POINT_RADIUS = 10;

public static final int DEFAULT_BALL_RADIUS = 13;

public static final int DEFAULT_LINE_WIDTH = 200;

public static final int DEFAULT_LINE_HEIGHT = 2;

public static final int DEFAULT_LINE_COLOR = Color.parseColor("#FF9800");

public static final int DEFAULT_POINT_COLOR = Color.parseColor("#9C27B0");

public static final int DEFAULT_BALL_COLOR = Color.parseColor("#FF4081");

public static final int DEFAULT_DOWN_DURATION = 600;//ms

public static final int DEFAULT_UP_DURATION = 600;//ms

public static final int DEFAULT_FREEDOWN_DURATION = 1000;//ms

public static final int MAX_OFFSET_Y = 50;//水平下降最大偏移距离

public int PONIT_RADIUS = DEFAULT_POINT_RADIUS;//小球半径

public int BALL_RADIUS = DEFAULT_BALL_RADIUS;//小球半径

private Paint mPaint;

private Path mPath;

private int mLineColor;

private int mPonitColor;

private int mBallColor;

private int mLineWidth;

private int mLineHeight;

private float mDownDistance;

private float mUpDistance;

private float freeBallDistance;

private ValueAnimator mDownController;//下落控制器

private ValueAnimator mUpController;//上弹控制器

private ValueAnimator mFreeDownController;//自由落体控制器

private AnimatorSet animatorSet;

private int state;

private boolean ismUpControllerDied = false;

private boolean isAnimationShowing = false;

private boolean isBounced = false;

private boolean isBallFreeUp = false;

public DancingView(Context context) {

super(context);

init(context, null);

}

public DancingView(Context context, AttributeSet attrs) {

super(context, attrs);

init(context, attrs);

}

public DancingView(Context context, AttributeSet attrs, int defStyleAttr) {

super(context, attrs, defStyleAttr);

init(context, attrs);

}

private void init(Context context, AttributeSet attrs) {

initAttributes(context, attrs);

mPaint = new Paint();

mPaint.setAntiAlias(true);

mPaint.setStrokeWidth(mLineHeight);

mPaint.setStrokeCap(Paint.Cap.ROUND);

mPath = new Path();

getHolder().addCallback(this);

initController();

}

private void initAttributes(Context context, AttributeSet attrs) {

TypedArray typeArray = context.obtainStyledAttributes(attrs, R.styleable.DancingView);

mLineColor = typeArray.getColor(R.styleable.DancingView_lineColor, DEFAULT_LINE_COLOR);

mLineWidth = typeArray.getDimensionPixelOffset(R.styleable.DancingView_lineWidth, DEFAULT_LINE_WIDTH);

mLineHeight = typeArray.getDimensionPixelOffset(R.styleable.DancingView_lineHeight, DEFAULT_LINE_HEIGHT);

mPonitColor = typeArray.getColor(R.styleable.DancingView_pointColor, DEFAULT_POINT_COLOR);

mBallColor = typeArray.getColor(R.styleable.DancingView_ballColor, DEFAULT_BALL_COLOR);

typeArray.recycle();

}

private void initController() {

mDownController = ValueAnimator.ofFloat(0, 1);

mDownController.setDuration(DEFAULT_DOWN_DURATION);

mDownController.setInterpolator(new DecelerateInterpolator());

mDownController.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {

@Override

public void onAnimationUpdate(ValueAnimator animation) {

mDownDistance = MAX_OFFSET_Y * (float) animation.getAnimatedValue();

postInvalidate();

}

});

mDownController.addListener(new Animator.AnimatorListener() {

@Override

public void onAnimationStart(Animator animation) {

state = STATE_DOWN;

}

@Override

public void onAnimationEnd(Animator animation) {

}

@Override

public void onAnimationCancel(Animator animation) {

}

@Override

public void onAnimationRepeat(Animator animation) {

}

});

mUpController = ValueAnimator.ofFloat(0, 1);

mUpController.setDuration(DEFAULT_UP_DURATION);

mUpController.setInterpolator(new DancingInterpolator());

mUpController.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {

@Override

public void onAnimationUpdate(ValueAnimator animation) {

mUpDistance = MAX_OFFSET_Y * (float) animation.getAnimatedValue();

if (mUpDistance >= MAX_OFFSET_Y) {

//进入自由落体状态

isBounced = true;

if (!mFreeDownController.isRunning() && !mFreeDownController.isStarted() && !isBallFreeUp) {

mFreeDownController.start();

}

}

postInvalidate();

}

});

mUpController.addListener(new Animator.AnimatorListener() {

@Override

public void onAnimationStart(Animator animation) {

state = STATE_UP;

}

@Override

public void onAnimationEnd(Animator animation) {

ismUpControllerDied = true;

}

@Override

public void onAnimationCancel(Animator animation) {

}

@Override

public void onAnimationRepeat(Animator animation) {

}

});

mFreeDownController = ValueAnimator.ofFloat(0, 8f);

mFreeDownController.setDuration(DEFAULT_FREEDOWN_DURATION);

mFreeDownController.setInterpolator(new DecelerateInterpolator());

mFreeDownController.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {

@Override

public void onAnimationUpdate(ValueAnimator animation) {

//该公式解决上升减速 和 下降加速

float t = (float) animation.getAnimatedValue();

freeBallDistance = 40 * t - 5 * t * t;

if (ismUpControllerDied) {//往上抛,到临界点

postInvalidate();

}

}

});

mFreeDownController.addListener(new Animator.AnimatorListener() {

@Override

public void onAnimationStart(Animator animation) {

isBallFreeUp = true;

}

@Override

public void onAnimationEnd(Animator animation) {

isAnimationShowing = false;

//循环第二次

startAnimations();

}

@Override

public void onAnimationCancel(Animator animation) {

}

@Override

public void onAnimationRepeat(Animator animation) {

}

});

animatorSet = new AnimatorSet();

animatorSet.play(mDownController).before(mUpController);

animatorSet.addListener(new Animator.AnimatorListener() {

@Override

public void onAnimationStart(Animator animation) {

isAnimationShowing = true;

}

@Override

public void onAnimationEnd(Animator animation) {

}

@Override

public void onAnimationCancel(Animator animation) {

}

@Override

public void onAnimationRepeat(Animator animation) {

}

});

}

/**

* 启动动画,外部调用

*/

public void startAnimations() {

if (isAnimationShowing) {

return;

}

if (animatorSet.isRunning()) {

animatorSet.end();

animatorSet.cancel();

}

isBounced = false;

isBallFreeUp = false;

ismUpControllerDied = false;

animatorSet.start();

}

@Override

protected void onDraw(Canvas canvas) {

super.onDraw(canvas);

// 一条绳子用左右两部分的二阶贝塞尔曲线组成

mPaint.setColor(mLineColor);

mPath.reset();

//起始点

mPath.moveTo(getWidth() / 2 - mLineWidth / 2, getHeight() / 2);

if (state == STATE_DOWN) {//下落

/**************绘制绳子开始*************/

//左部分 的贝塞尔

mPath.quadTo((float) (getWidth() / 2 - mLineWidth / 2 + mLineWidth * 0.375), getHeight() / 2 + mDownDistance,

getWidth() / 2, getHeight() / 2 + mDownDistance);

//右部分 的贝塞尔

mPath.quadTo((float) (getWidth() / 2 + mLineWidth / 2 - mLineWidth * 0.375), getHeight() / 2 + mDownDistance,

getWidth() / 2 + mLineWidth / 2, getHeight() / 2);

mPaint.setStyle(Paint.Style.STROKE);

canvas.drawPath(mPath, mPaint);

/**************绘制绳子结束*************/

/**************绘制弹跳小球开始*************/

mPaint.setStyle(Paint.Style.FILL);

mPaint.setColor(mBallColor);

canvas.drawCircle(getWidth() / 2, getHeight() / 2 + mDownDistance - BALL_RADIUS, BALL_RADIUS, mPaint);

/**************绘制弹跳小球结束*************/

} else if (state == STATE_UP) { //向上弹

/**************绘制绳子开始*************/

//左部分的贝塞尔

mPath.quadTo((float) (getWidth() / 2 - mLineWidth / 2 + mLineWidth * 0.375), getHeight() / 2 + 50 - mUpDistance,

getWidth() / 2,

getHeight() / 2 + (50 - mUpDistance));

//右部分的贝塞尔

mPath.quadTo((float) (getWidth() / 2 + mLineWidth / 2 - mLineWidth * 0.375), getHeight() / 2 + 50 - mUpDistance,

getWidth() / 2 + mLineWidth / 2,

getHeight() / 2);

mPaint.setStyle(Paint.Style.STROKE);

canvas.drawPath(mPath, mPaint);

/**************绘制绳子结束*************/

mPaint.setStyle(Paint.Style.FILL);

mPaint.setColor(mBallColor);

//弹性小球,自由落体

if (!isBounced) {

//上升

canvas.drawCircle(getWidth() / 2, getHeight() / 2 + (MAX_OFFSET_Y - mUpDistance) - BALL_RADIUS, BALL_RADIUS, mPaint);

} else {

//自由落体

canvas.drawCircle(getWidth() / 2, getHeight() / 2 - freeBallDistance - BALL_RADIUS, BALL_RADIUS, mPaint);

}

}

mPaint.setColor(mPonitColor);

mPaint.setStyle(Paint.Style.FILL);

canvas.drawCircle(getWidth() / 2 - mLineWidth / 2, getHeight() / 2, PONIT_RADIUS, mPaint);

canvas.drawCircle(getWidth() / 2 + mLineWidth / 2, getHeight() / 2, PONIT_RADIUS, mPaint);

}

@Override

public void surfaceCreated(SurfaceHolder holder) {

Canvas canvas = holder.lockCanvas();//锁定整个SurfaceView对象,获取该Surface上的Canvas.

draw(canvas);

holder.unlockCanvasAndPost(canvas);//释放画布,提交修改

}

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

}

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

}

}

2.DancingInterpolator.java

public class DancingInterpolator implements Interpolator {

@Override

public float getInterpolation(float input) {

return (float) (1 - Math.exp(-3 * input) * Math.cos(10 * input));

}

}

3.自定义属性 styles.xml

<declare-styleable name="DancingView">

<attr name="lineWidth" format="dimension" />

<attr name="lineHeight" format="dimension" />

<attr name="pointColor" format="reference|color" />

<attr name="lineColor" format="reference|color" />

<attr name="ballColor" format="reference|color" />

</declare-styleable>

注意:颜色、尺寸、参数可以自己测试,调整。

以上是 Android实现跳动的小球加载动画效果 的全部内容, 来源链接: utcz.com/z/334269.html

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