實例詳講iOS實現QQ粘性動畫效果

jopen 9年前發布 | 40K 次閱讀 IOS iOS開發 移動開發


這幾天做了一些簡單iOS的效果圖,感覺蘋果官方已經幫我們做了很多了,我們只是站在巨人的肩膀上編程,這些也沒什么難的,最難的也就是用到了初中的三角函數,先讓大家看看這幾個動畫吧。 實例詳講iOS實現QQ粘性動畫效果 實例詳講iOS實現QQ粘性動畫效果 實例詳講iOS實現QQ粘性動畫效果 實例詳講iOS實現QQ粘性動畫效果 先列這幾個把,由上而下分別是 數據緩沖效果 ,粒子動畫,HUD指示效果,QQ未讀消息的粘性效果,圖一把一半遮住就是一種音樂播放器的播放效果,好了圖一,圖二, 圖三都好簡單就好似黃子華講過,我只要一張嘴,兩只手就可以把她搞得好嗨皮,而圖一 圖二,圖三就是只要一個Animation,兩個Layer就搞定了,而圖四也不難,下面詳細說一下圖四

粒子圖

思路

- 添加控件

- 添加手勢畫線

- 重寫drawRect方法

- 添加Layer

- 添加動畫

HUD指示器

- 添加layer

- 添加動畫

- 添加復制圖層

緩沖跳動

- 添加控件

- 添加layer

- 添加動畫

- 添加復制層

QQ粘性效果

--思路

新建自定義UIButton

添加拖動手勢

計算圓的變化

計算圓之間矩形并且填充

回彈

爆炸

--步驟

先完成空間布局以及手勢添加

然后計算圓的變化,計算圓之間的矩形面積

效果微調

預覽代碼結構圖

實例詳講iOS實現QQ粘性動畫效果

詳細步驟

- 在一個storyBoard里面拖一個UIButton進去,然后新建一個自定義UIBUtton類 如:ETBUtton類與之對應,好了,一切新建工作完畢,下面,我們只需要在自定義的UIButton類里面做功夫就好了,簡單的代碼直接上好

#import "ETStickBtn.h"
@interface ETStickBtn ()
@property (nonatomic, strong) UIView smalCirView;
@property (nonatomic, assign) NSInteger oriRadius;
@property (nonatomic, strong) CAShapeLayer shapeLayer;
@end
@implementation ETStickBtn

pragma mark - 懶加載數據

  • (UIView )smalCirView{ if (!_smalCirView) { // 新建一個圓 UIView smalCirView = [[UIView alloc] init]; // smalCirView.frame = self.frame; smalCirView.backgroundColor = self.backgroundColor; [self.superview insertSubview:smalCirView belowSubview:self]; _smalCirView = smalCirView; } return _smalCirView; }
  • (CAShapeLayer )shapeLayer{ if (!_shapeLayer) { CAShapeLayer shapeLayer = [CAShapeLayer layer]; shapeLayer.fillColor = self.backgroundColor.CGColor; [self.superview.layer insertSublayer:shapeLayer below:self.layer]; _shapeLayer = shapeLayer; } return _shapeLayer; } #pragma mark - 系統初始化
  • (id)initWithFrame:(CGRect)frame{ self = [super initWithFrame:frame]; if (self) { [self setUp]; } return self; }
  • (void)awakeFromNib{ [self setUp]; } #pragma mark - 初始化視圖
  • (void)setUp{ CGFloat w = self.bounds.size.width; self.layer.cornerRadius = w / 2; self.smalCirView.layer.cornerRadius = w/2; // 記錄半徑 _oriRadius = w/2; _smalCirView.frame = self.frame; UIPanGestureRecognizer pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)]; [self addGestureRecognizer:pan]; }</pre>
    在添加完Pan手勢后當然我們要在自定義的Pan方法里面做功夫,先看看已經實現了拖動效果的Pan代碼塊吧。
    - (void)pan:(UIPanGestureRecognizer )pan{
    //  移動
    CGPoint transPoint = [pan translationInView:self];
    CGPoint center = self.center;
    center.x += transPoint.x;
    center.y += transPoint.y;
    self.center = center;
    [pan setTranslation:CGPointZero inView:self];
    }</pre>
    就這樣,可以拖動啦,接下來你想做什么呢?我就想你不斷拖動大圓的過程中,小圓的半徑一直減少直到為0, 具體思路是圓心距越大,小圓半徑越小 ,這是奉上此時的Pan代碼。
    - (void)pan:(UIPanGestureRecognizer )pan{
    //  移動
    CGPoint transPoint = [pan translationInView:self];
    CGPoint center = self.center;
    center.x += transPoint.x;
    center.y += transPoint.y;
    self.center = center;
    [pan setTranslation:CGPointZero inView:self];
    //  設置小圓變化的值
    CGFloat cirDistance = [self distanceWithPointA:self.center andPointB:self.smalCirView.center];
    CGFloat smallCirRadius = _oriRadius - cirDistance/10.0;
    if(smallCirRadius<0) smallCirRadius = 0;
    _smalCirView.bounds = CGRectMake(0, 0, smallCirRadius  2, smallCirRadius * 2);
    self.smalCirView.layer.cornerRadius = smallCirRadius;
    }
    #pragma mark - 獲取圓心距離
  • (CGFloat)distanceWithPointA:(CGPoint)pointA andPointB:(CGPoint)pointB{ CGFloat offSetX = pointA.x - pointB.x; CGFloat offSetY = pointA.y - pointB.y; return sqrt(offSetXoffSetX + offSetYoffSetY); }</pre>
    • 好了,現在小圓終于可以隨著兩圓心距的變大而變小了,之后重頭戲來了,獲取貝塞爾曲線路徑,也就是繪制兩圓之間的曲線部分 實例詳講iOS實現QQ粘性動畫效果
    • 這個也不難,只是用到初中的知識,先上個原型圖(手繪)
    • 實例詳講iOS實現QQ粘性動畫效果
    • 咳咳,由于用鉛筆畫的,有點模糊,那就奉上一個根據原型圖用電腦繪制的圖吧! 實例詳講iOS實現QQ粘性動畫效果
    • 至此,重要的點都已經計算出來的,也不難吧,把算式換成代碼如下
    - (UIBezierPath *)getBezierPathWithSmallCir:(UIView *)smallCir andBigCir:(UIView *)bigCir{
    //  獲取最小的圓
    if (bigCir.frame.size.width < smallCir.frame.size.width) {
      UIView *view = bigCir;
      bigCir = smallCir;
      smallCir = view;
    }
    //  獲取小圓的信息
    CGFloat d = [self distanceWithPointA:smallCir.center andPointB:bigCir.center];
    CGFloat x1 = smallCir.center.x;
    CGFloat y1 = smallCir.center.y;
    CGFloat r1 = smallCir.bounds.size.width/2;
    //  獲取大圓的信息
    CGFloat x2 = bigCir.center.x;
    CGFloat y2 = bigCir.center.y;
    CGFloat r2 = bigCir.bounds.size.width/2;
    //  獲取三角函數
    CGFloat sinA = (y2 - y1)/d;
    CGFloat cosA = (x2 - x1)/d;
    //  獲取矩形四個點
    CGPoint pointA = CGPointMake(x1 - sinA*r1, y1 + cosA * r1);
    CGPoint pointB = CGPointMake(x1 + sinA*r1, y1 - cosA * r1);
    CGPoint pointC = CGPointMake(x2 + sinA*r2, y2 - cosA * r2);
    CGPoint pointD = CGPointMake(x2 - sinA*r2, y2 + cosA * r2);
    //  獲取控制點,以便畫出曲線
    CGPoint pointO = CGPointMake(pointA.x + d / 2 * cosA , pointA.y + d / 2 * sinA);
    CGPoint pointP =  CGPointMake(pointB.x + d / 2 * cosA , pointB.y + d / 2 * sinA);
    //  創建路徑
    UIBezierPath *path =[UIBezierPath bezierPath];
    [path moveToPoint:pointA];
    [path addLineToPoint:pointB];
    [path addQuadCurveToPoint:pointC controlPoint:pointP];
    [path addLineToPoint:pointD];
    [path addQuadCurveToPoint:pointA controlPoint:pointO];
    return path;
    }

    //    獲取最小的圓
      if (bigCir.frame.size.width < smallCir.frame.size.width) {
    
      UIView *view = bigCir;
      bigCir = smallCir;
      smallCir = view;
    
    }</pre>
    以上這段代碼,由于我作圖是小圓的圓心為x1 y1,所以如果把大圓小圓的位置調過來會導致曲線面積的中間鼓起來,所以為了防止別人傳錯值,也不用他們那么糾結了,我代碼里面自己找出最小的圓就好了,所以一定要加上這一句,然后奉上此時的pan代碼。
    - (void)pan:(UIPanGestureRecognizer *)pan{
    //  移動
    CGPoint transPoint = [pan translationInView:self];
    CGPoint center = self.center;
    center.x += transPoint.x;
    center.y += transPoint.y;
    self.center = center;
    [pan setTranslation:CGPointZero inView:self];
    //  設置小圓變化的值
    CGFloat cirDistance = [self distanceWithPointA:self.center andPointB:self.smalCirView.center];
    CGFloat smallCirRadius = _oriRadius - cirDistance/10.0;
    if(smallCirRadius<0) smallCirRadius = 0;
    _smalCirView.bounds = CGRectMake(0, 0, smallCirRadius * 2, smallCirRadius * 2);
    self.smalCirView.layer.cornerRadius = smallCirRadius;
      self.shapeLayer.path = [self getBezierPathWithSmallCir:self andBigCir:self.smalCirView].CGPath;
      }

    好了接下來就是收尾部分了,只是我想做在超過一定距離后,按鈕就完全被拖走了 依依不舍的走了。
    #pragma mark - 自定義方法
    #pragma mark - 手勢觸發方法
    #define MaxDistance 90
  • (void)pan:(UIPanGestureRecognizer )pan{ // 移動 CGPoint transPoint = [pan translationInView:self]; CGPoint center = self.center; center.x += transPoint.x; center.y += transPoint.y; self.center = center; [pan setTranslation:CGPointZero inView:self]; // 設置小圓變化的值 CGFloat cirDistance = [self distanceWithPointA:self.center andPointB:self.smalCirView.center]; CGFloat smallCirRadius = _oriRadius - cirDistance/10.0; if(smallCirRadius<0) smallCirRadius = 0; _smalCirView.bounds = CGRectMake(0, 0, smallCirRadius 2, smallCirRadius * 2); self.smalCirView.layer.cornerRadius = smallCirRadius; // 畫圖 if (cirDistance > MaxDistance) { self.smalCirView.hidden = YES; [self.shapeLayer removeFromSuperlayer]; // self.smalCirView = nil; self.shapeLayer = nil; }else if(self.smalCirView.hidden == NO && cirDistance > 0){ self.shapeLayer.path = [self getBezierPathWithSmallCir:self andBigCir:self.smalCirView].CGPath; }</pre>
    最后,我們判斷在限定范圍內放手就回彈,超過就爆炸消失
    #pragma mark - 自定義方法
    #pragma mark - 手勢觸發方法
    #define MaxDistance 90
  • (void)pan:(UIPanGestureRecognizer )pan{ // 移動 CGPoint transPoint = [pan translationInView:self]; CGPoint center = self.center; center.x += transPoint.x; center.y += transPoint.y; self.center = center; [pan setTranslation:CGPointZero inView:self]; // 設置小圓變化的值 CGFloat cirDistance = [self distanceWithPointA:self.center andPointB:self.smalCirView.center]; CGFloat smallCirRadius = _oriRadius - cirDistance/10.0; if(smallCirRadius<0) smallCirRadius = 0; _smalCirView.bounds = CGRectMake(0, 0, smallCirRadius 2, smallCirRadius * 2); self.smalCirView.layer.cornerRadius = smallCirRadius; // 畫圖 if (cirDistance > MaxDistance) { self.smalCirView.hidden = YES; [self.shapeLayer removeFromSuperlayer]; // self.smalCirView = nil; self.shapeLayer = nil; }else if(self.smalCirView.hidden == NO && cirDistance > 0){ self.shapeLayer.path = [self getBezierPathWithSmallCir:self andBigCir:self.smalCirView].CGPath; } // 爆炸或還原 if(pan.state == UIGestureRecognizerStateBegan){ NSLog(@"%@",NSStringFromCGRect(self.frame)); } if (pan.state == UIGestureRecognizerStateEnded) { if (cirDistance > MaxDistance){ // 這是動畫的爆炸效果
    UIImageView *imageView = [[UIImageView alloc] initWithFrame:self.bounds];
    NSLog(@"%@",NSStringFromCGRect(self.frame));
    NSMutableArray *imageArr = [NSMutableArray array];
    for (int i = 1 ; i < 9; i++) {
      UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%d",i]];
      [imageArr addObject:image];
    }
    imageView.animationImages = imageArr;
    imageView.animationDuration = 0.5;
    imageView.animationRepeatCount = 1;
    [imageView startAnimating];
    [self addSubview:imageView];
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.4 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
    
    // 移除控件
      [self removeFromSuperview];
    });
    
    }else{ // 回彈
    [self.shapeLayer removeFromSuperlayer];
    self.shapeLayer = nil;
    [UIView animateWithDuration:0.5 delay:0 usingSpringWithDamping:0.2 initialSpringVelocity:0 options:UIViewAnimationOptionCurveLinear animations:^{
      self.center = self.smalCirView.center;
    } completion:^(BOOL finished) {
      self.smalCirView.hidden = NO;
    }];
    
    } } }</pre>
    這時基本上已經可以宣告完成的了,但是在爆炸效果釋放的時候你會發現,爆炸效果不在我們當前的位置爆炸,而是在初始位置爆炸,這是因為蘋果官方自動給 StoryBoard添加了自動布局約束,這是只需要把約束渲染設為NO就好了,就是在ViewController里面加上一句代碼
    - (void)viewDidLoad {
      [super viewDidLoad];
      self.view.translatesAutoresizingMaskIntoConstraints = NO;
    }

    最后奉上整個類的代碼

    #import "ETStickBtn.h"
    @interface ETStickBtn ()
    @property (nonatomic, strong) UIView smalCirView;
    @property (nonatomic, assign) NSInteger oriRadius;
    @property (nonatomic, strong) CAShapeLayer shapeLayer;
    @end
    @implementation ETStickBtn
    #pragma mark - 懶加載數據
  • (UIView )smalCirView{ if (!_smalCirView) { // 新建一個圓 UIView smalCirView = [[UIView alloc] init]; // smalCirView.frame = self.frame; smalCirView.backgroundColor = self.backgroundColor; [self.superview insertSubview:smalCirView belowSubview:self]; _smalCirView = smalCirView; } return _smalCirView; }
  • (CAShapeLayer )shapeLayer{ if (!_shapeLayer) { CAShapeLayer shapeLayer = [CAShapeLayer layer]; shapeLayer.fillColor = self.backgroundColor.CGColor; [self.superview.layer insertSublayer:shapeLayer below:self.layer]; _shapeLayer = shapeLayer; } return _shapeLayer; } #pragma mark - 系統初始化
  • (id)initWithFrame:(CGRect)frame{ self = [super initWithFrame:frame]; if (self) { [self setUp]; } return self; }
  • (void)awakeFromNib{ [self setUp]; } #pragma mark - 初始化視圖
  • (void)setUp{ CGFloat w = self.bounds.size.width; self.layer.cornerRadius = w / 2; self.smalCirView.layer.cornerRadius = w/2; // 記錄半徑 _oriRadius = w/2; _smalCirView.frame = self.frame; UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)]; [self addGestureRecognizer:pan]; } #pragma mark - 自定義方法 #pragma mark - 手勢觸發方法 #define MaxDistance 90
  • (void)pan:(UIPanGestureRecognizer )pan{ // 移動 CGPoint transPoint = [pan translationInView:self]; CGPoint center = self.center; center.x += transPoint.x; center.y += transPoint.y; self.center = center; [pan setTranslation:CGPointZero inView:self]; // 設置小圓變化的值 CGFloat cirDistance = [self distanceWithPointA:self.center andPointB:self.smalCirView.center]; CGFloat smallCirRadius = _oriRadius - cirDistance/10.0; if(smallCirRadius<0) smallCirRadius = 0; _smalCirView.bounds = CGRectMake(0, 0, smallCirRadius 2, smallCirRadius * 2); self.smalCirView.layer.cornerRadius = smallCirRadius; // 畫圖 if (cirDistance > MaxDistance) { self.smalCirView.hidden = YES; [self.shapeLayer removeFromSuperlayer]; // self.smalCirView = nil; self.shapeLayer = nil; }else if(self.smalCirView.hidden == NO && cirDistance > 0){ self.shapeLayer.path = [self getBezierPathWithSmallCir:self andBigCir:self.smalCirView].CGPath; } // 爆炸或還原 if(pan.state == UIGestureRecognizerStateBegan){ NSLog(@"%@",NSStringFromCGRect(self.frame)); } if (pan.state == UIGestureRecognizerStateEnded) { if (cirDistance > MaxDistance){ // 這是動畫的爆炸效果
    UIImageView *imageView = [[UIImageView alloc] initWithFrame:self.bounds];
    NSLog(@"%@",NSStringFromCGRect(self.frame));
    NSMutableArray *imageArr = [NSMutableArray array];
    for (int i = 1 ; i < 9; i++) {
      UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:@"%d",i]];
      [imageArr addObject:image];
    }
    imageView.animationImages = imageArr;
    imageView.animationDuration = 0.5;
    imageView.animationRepeatCount = 1;
    [imageView startAnimating];
    [self addSubview:imageView];
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.4 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
    
    // 移除控件
      [self removeFromSuperview];
    });
    
    }else{ // 回彈
    [self.shapeLayer removeFromSuperlayer];
    self.shapeLayer = nil;
    [UIView animateWithDuration:0.5 delay:0 usingSpringWithDamping:0.2 initialSpringVelocity:0 options:UIViewAnimationOptionCurveLinear animations:^{
      self.center = self.smalCirView.center;
    } completion:^(BOOL finished) {
      self.smalCirView.hidden = NO;
    }];
    
    } } } #pragma mark - 獲取圓心距離
  • (CGFloat)distanceWithPointA:(CGPoint)pointA andPointB:(CGPoint)pointB{ CGFloat offSetX = pointA.x - pointB.x; CGFloat offSetY = pointA.y - pointB.y; return sqrt(offSetXoffSetX + offSetYoffSetY); } #pragma mark - 獲取貝塞爾曲線
  • (UIBezierPath )getBezierPathWithSmallCir:(UIView )smallCir andBigCir:(UIView )bigCir{ // 獲取最小的圓 if (bigCir.frame.size.width < smallCir.frame.size.width) { UIView view = bigCir; bigCir = smallCir; smallCir = view; } // 獲取小圓的信息 CGFloat d = [self distanceWithPointA:smallCir.center andPointB:bigCir.center]; CGFloat x1 = smallCir.center.x; CGFloat y1 = smallCir.center.y; CGFloat r1 = smallCir.bounds.size.width/2; // 獲取大圓的信息 CGFloat x2 = bigCir.center.x; CGFloat y2 = bigCir.center.y; CGFloat r2 = bigCir.bounds.size.width/2; // 獲取三角函數 CGFloat sinA = (y2 - y1)/d; CGFloat cosA = (x2 - x1)/d; // 獲取矩形四個點 CGPoint pointA = CGPointMake(x1 - sinAr1, y1 + cosA r1); CGPoint pointB = CGPointMake(x1 + sinAr1, y1 - cosA r1); CGPoint pointC = CGPointMake(x2 + sinAr2, y2 - cosA r2); CGPoint pointD = CGPointMake(x2 - sinAr2, y2 + cosA r2); // 獲取控制點,以便畫出曲線 CGPoint pointO = CGPointMake(pointA.x + d / 2 cosA , pointA.y + d / 2 sinA); CGPoint pointP = CGPointMake(pointB.x + d / 2 cosA , pointB.y + d / 2 sinA); // 創建路徑 UIBezierPath *path =[UIBezierPath bezierPath]; [path moveToPoint:pointA]; [path addLineToPoint:pointB]; [path addQuadCurveToPoint:pointC controlPoint:pointP]; [path addLineToPoint:pointD]; [path addQuadCurveToPoint:pointA controlPoint:pointO]; return path; } @end</pre>
    好了,一個簡單的粘性效果完成了
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