研究了个点赞动画,利用的技术有CAShapeLayer,UIBezierPath及核心动画。下面讲解怎么实现它。
绘制出❤️的形状,所以用到CAShapeLayer和UIBezierPath配合。首先自定义一个LikeAnimationLayer继承自CAShapeLayer。然后利用贝瑟尔曲线绘制出❤️。
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
@interface LikeAnimationLayer : CAShapeLayer
- (instancetype)initWithSuperView:(UIView *)superView;
/**
给layer添加动画
*/
- (void)addAnimation;
@end
- (instancetype)initWithSuperView:(UIView *)superView
{
self = [super init];
if (self) {
self.backgroundColor = [UIColor clearColor].CGColor;
self.bounds = CGRectMake(0, 0, 40, 40);
self.anchorPoint = CGPointMake(0.5, 1);
//画路径,❤️
self.path = [self likePath];
self.strokeColor = [UIColor whiteColor].CGColor;
self.lineWidth = 1.0;
self.fillColor = [UIColor colorWithRed:(arc4random_uniform(256))/255.0 green:(arc4random_uniform(256))/255.0 blue:(arc4random_uniform(256))/255.0 alpha:1].CGColor;
self.superView = superView;
}
return self;
}
- (CGPathRef)likePath
{
//心距离边缘的距离
CGFloat drawingPadding = 2.0;
//向下取整floor
CGFloat curveRadius = floor((kWidth - 2*drawingPadding) / 4.0);
UIBezierPath *path = [UIBezierPath bezierPath];
//最下面的点(20,38)
CGPoint tipLocation = CGPointMake(floor(kWidth / 2.0), kHeight - drawingPadding);
[path moveToPoint:tipLocation];
//左上的点(2,13)
CGPoint topLeftCurveStart = CGPointMake(drawingPadding, floor(kHeight / 3));
//画二元曲线左边的心的曲线
[path addQuadCurveToPoint:topLeftCurveStart controlPoint:CGPointMake(topLeftCurveStart.x, topLeftCurveStart.y + curveRadius)];
//画左边上面的半圆
[path addArcWithCenter:CGPointMake(topLeftCurveStart.x + curveRadius, topLeftCurveStart.y) radius:curveRadius startAngle:M_PI endAngle:0 clockwise:YES];
//右边的半圆
CGPoint topRightCurveStart = CGPointMake(topLeftCurveStart.x + 2*curveRadius, topLeftCurveStart.y);
[path addArcWithCenter:CGPointMake(topRightCurveStart.x + curveRadius, topRightCurveStart.y) radius:curveRadius startAngle:M_PI endAngle:0 clockwise:YES];
//画二元曲线右边的心的曲线
CGPoint topRightCurveEnd = CGPointMake(topLeftCurveStart.x + 4*curveRadius, topRightCurveStart.y);
[path addQuadCurveToPoint:tipLocation controlPoint:CGPointMake(topRightCurveEnd.x, topRightCurveEnd.y + curveRadius)];
path.lineCapStyle = kCGLineCapRound;
path.lineJoinStyle = kCGLineCapRound;
return path.CGPath;
}
为这个❤️添加上动画。动画分为两个动画组。第一个动画组是将layer的scale从0到1,并且改变它的透明度从0到1。利用了iOS7出来的弹簧动画CASpringAnimation。接着就是layer沿着一个随机的轨迹从一个点移动到另一个点,我是从屏幕下方移动到屏幕上方。利用三次贝塞尔曲线,实现layer的运动轨迹。
- (void)addAnimation
{
CASpringAnimation *springAnimal = [CASpringAnimation animationWithKeyPath:@"transform.scale"];
springAnimal.fromValue = @(0);
springAnimal.toValue = @(1.0);
//质量,影响图层运动时的弹簧惯性,质量越大,弹簧拉伸和压缩的幅度越大默认是1 必须大于0
// 若你设置的值小于0 会有CoreAnimation: mass must be greater than 0.这个信息提示你
// 并且把你的小于0的值改成1
// 对象质量 质量越大 弹性越大 需要的动画时间越长
springAnimal.mass = 1.0;
// 必须大于0 默认是100
// 若设置的小于0 会给你一个提示 并把值改成100
// 刚度系数,刚度系数越大,产生形变的力就越大,运动越快。
springAnimal.stiffness = 90;
// 默认是10 必须大于或者等于0
// 若设置的小于0 会给你一个提示 并把值改成10
// 阻尼系数 阻止弹簧伸缩的系数 阻尼系数越大,停止越快。时间越短
springAnimal.damping = 10;
// 默认是0
// 初始速度,正负代表方向,数值代表大小
springAnimal.initialVelocity = 2;
// 计算从开始到结束的动画的时间,根据当前的参数估算时间
// 只读的,不能赋值
springAnimal.duration = springAnimal.settlingDuration;
CABasicAnimation *alphaAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
alphaAnimation.fromValue = @0;
alphaAnimation.toValue = @1;
CAAnimationGroup *Scalegroup = [CAAnimationGroup animation];
Scalegroup.animations = @[springAnimal,alphaAnimation];
Scalegroup.duration = 0.5;
Scalegroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[self addAnimation:Scalegroup forKey:@"scaleAndalphaAnimation"];
// 随机数(0,1)
NSInteger i = arc4random_uniform(2);
//移动的方向(-1 ,1)
NSInteger moveDirection = 1 - (2*i);
// 绘制路径
UIBezierPath *heartTravelPath = [UIBezierPath bezierPath];
//先移动到心的中心点这是起点
[heartTravelPath moveToPoint:self.position];
CGPoint endPoint = CGPointMake(self.position.x + (moveDirection) * arc4random_uniform(kWidth), self.superView.frame.size.height/6.0 + arc4random_uniform(self.superView.frame.size.height/4.0));
CGFloat x = (kWidth/2.0 + arc4random_uniform(kWidth)) * moveDirection;
CGFloat y = MAX(endPoint.y ,MAX(arc4random_uniform(8*kWidth), kWidth));
//两个控点
CGPoint controlPoint1 = CGPointMake(self.position.x + x, self.superView.frame.size.height - y);
CGPoint controlPoint2 = CGPointMake(self.position.x - 2*x, y);
[heartTravelPath addCurveToPoint:endPoint controlPoint1:controlPoint1 controlPoint2:controlPoint2];
CAKeyframeAnimation *keyFrameAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
keyFrameAnimation.path = heartTravelPath.CGPath;
keyFrameAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
opacityAnimation.fromValue = @1;
opacityAnimation.toValue = @0;
CAAnimationGroup *positionGroup = [CAAnimationGroup animation];
positionGroup.animations = @[keyFrameAnimation,opacityAnimation];
positionGroup.duration = liveAnimationDuration + endPoint.y/self.superView.frame.size.height;
positionGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
positionGroup.delegate = self;
//如果不加这句[self animationForKey:@"ani1"]是nil
positionGroup.removedOnCompletion = NO;
positionGroup.fillMode = kCAFillModeForwards;
//kvc记录layer的值方便在代理方法里移除
[positionGroup setValue:self forKey:@"likeLayer"];
[self addAnimation:positionGroup forKey:@"positionGroup"];
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
if ([self animationForKey:@"positionGroup"] == anim) {
CALayer *layer = [anim valueForKey:@"likeLayer"];
if (layer) {
[layer removeFromSuperlayer];
}
}
}
demo地址
https://github.com/yinbowang/LikeAnimal