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iOS复杂动画之抽丝剥茧(Objective-C & Swift)

本文授权转载,作者:HenryCheng(微博

一、前言

随着开发者的增多和时间的累积,AppStore已经有非常多的应用了,每年都有很多新的APP产生。但是我们手机上留存的应用有限,所以如何吸引用户,成为产品设计的一项重要内容。其中炫酷的动画效果是重要内容之一,我们会发现很多好的应用上面都有许多很炫的效果。可能一提到炫酷的动画,很多人都很头疼,因为动画并不是那么好做,实现一个好的动画需要时间、耐心和好的思路。下面我们就以一个有趣的动画(如下图)为例,抽丝剥茧,看看到底是怎么实现的!

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

二、分析

上面图中的动画第一眼看起来的确是有点复杂,但是我们来一步步分析,就会发现其实并不是那么难。仔细看一下就会发现,大致步骤如下:

1、先出来一个圆

2、圆形在水平和竖直方向上被挤压,呈椭圆形状的一个过程,最后恢复成圆形

3、圆形的左下角、右下角和顶部分别按顺序凸出一小部分

4、圆和凸出部分形成的图形旋转一圈后变成三角形

5、三角形的左边先后出来两条宽线,将三角形围在一个矩形中

6、矩形由底部向上被波浪状填满

7、被填满的矩形放大至全屏,弹出Welcome

动画大致就分为上面几个步骤,拆分后我们一步步来实现其中的效果(下面所示步骤中以Swift代码为例,demo中分别有Objective-C和Swift的实现)。

三、实现圆形以及椭圆的渐变

首先,我们创建了一个新工程后,然后新建了一个名AnimationView的类继承UIView,这个是用来显示动画效果的一个view。然后先添加CircleLayer(圆形layer),随后实现由小变大的效果。

class AnimationView: UIView {       let circleLayer = CircleLayer()       override init(frame: CGRect) {            super.init(frame: frame)            backgroundColor = UIColor.clearColor()            addCircleLayer()        }       required init?(coder aDecoder: NSCoder) {            super.init(coder: aDecoder)        }       /**        add circle layer        */       func addCircleLayer() {            self.layer.addSublayer(circleLayer)            circleLayer.expand()        }   }

其中expand()这个方法如下

/**   expand animation function */ func expand() {      let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")      expandAnimation.fromValue = circleSmallPath.CGPath      expandAnimation.toValue = circleBigPath.CGPath      expandAnimation.duration = KAnimationDuration      expandAnimation.fillMode = kCAFillModeForwards      expandAnimation.removedOnCompletion = false      self.addAnimation(expandAnimation, forKey: nil) }

运行效果如下

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

第一步做好了,接下来就是呈椭圆形状的变化了,仔细分析就比如一个弹性小球,竖直方向捏一下,水平方向捏一下这样的效果。这其实就是一个组合动画,如下

/**    wobbl group animation */ func wobbleAnimate() {         // 1、animation begin from bigPath to verticalPath         let animation1: CABasicAnimation = CABasicAnimation(keyPath: "path")         animation1.fromValue = circleBigPath.CGPath         animation1.toValue = circleVerticalSquishPath.CGPath         animation1.beginTime = KAnimationBeginTime         animation1.duration = KAnimationDuration         // 2、animation vertical to horizontal         let  animation2: CABasicAnimation = CABasicAnimation(keyPath: "path")         animation2.fromValue = circleVerticalSquishPath.CGPath         animation2.toValue = circleHorizontalSquishPath.CGPath         animation2.beginTime = animation1.beginTime + animation1.duration         animation2.duration = KAnimationDuration         // 3、animation horizontal to vertical         let  animation3: CABasicAnimation = CABasicAnimation(keyPath: "path")         animation3.fromValue = circleHorizontalSquishPath.CGPath         animation3.toValue = circleVerticalSquishPath.CGPath         animation3.beginTime = animation2.beginTime + animation2.duration         animation3.duration = KAnimationDuration         // 4、animation vertical to bigPath         let  animation4: CABasicAnimation = CABasicAnimation(keyPath: "path")         animation4.fromValue = circleVerticalSquishPath.CGPath         animation4.toValue = circleBigPath.CGPath         animation4.beginTime = animation3.beginTime + animation3.duration         animation4.duration = KAnimationDuration         // 5、group animation         let animationGroup: CAAnimationGroup = CAAnimationGroup()         animationGroup.animations = [animation1, animation2, animation3, animation4]         animationGroup.duration = 4 * KAnimationDuration         animationGroup.repeatCount = 2         addAnimation(animationGroup, forKey: nil)     }

上面代码中实现了从 圆 → 椭圆(x方向长轴)→ 椭圆(y方向长轴)→ 圆这一系列的变化,最后组合成一个动画。这一步实现后效果如下

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

四、实现圆形边缘的凸出部分

关于这个凸出部分,乍一看可能感觉会比较难实现,看起来挺复杂的。其实实现的原理很简单,仔细分析我们会发现这三个凸出部分连起来刚好是一个三角形,那么第一步我们就在之前的基础上先加一个三角形的layer,如下

import UIKit class TriangleLayer: CAShapeLayer {     let paddingSpace: CGFloat = 30.0     override init() {          super.init()         fillColor = UIColor.colorWithHexString("#009ad6").CGColor         strokeColor = UIColor.colorWithHexString("#009ad6").CGColor         lineWidth = 7.0         path = smallTrianglePath.CGPath     }     required init?(coder aDecoder: NSCoder) {         fatalError("init(coder:) has not been implemented")     }     var smallTrianglePath: UIBezierPath {         let smallPath = UIBezierPath()         smallPath.moveToPoint(CGPointMake(5.0 + paddingSpace, 95.0))         smallPath.addLineToPoint(CGPointMake(50.0, 12.5 + paddingSpace))         smallPath.addLineToPoint(CGPointMake(95.0 - paddingSpace, 95.0))         smallPath.closePath()         return smallPath     } }

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

然后设置圆角

lineCap = kCALineCapRound lineJoin = kCALineJoinRound

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

下面就是来做凸出部分了,原理其实很简单,就是将现在这个三角形保持中心不变,左边向左延伸即可

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

然后同理,保持中心不变分别按顺序向右和向上拉伸

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

具体过程是这样的

/**  triangle animate function */ func triangleAnimate() {          // left         let triangleAnimationLeft: CABasicAnimation = CABasicAnimation(keyPath: "path")         triangleAnimationLeft.fromValue = smallTrianglePath.CGPath         triangleAnimationLeft.toValue = leftTrianglePath.CGPath         triangleAnimationLeft.beginTime = 0.0         triangleAnimationLeft.duration = 0.3          // right         let triangleAnimationRight: CABasicAnimation = CABasicAnimation(keyPath: "path")         triangleAnimationRight.fromValue = leftTrianglePath.CGPath         triangleAnimationRight.toValue = rightTrianglePath.CGPath         triangleAnimationRight.beginTime = triangleAnimationLeft.beginTime + triangleAnimationLeft.duration         triangleAnimationRight.duration = 0.25          // top         let triangleAnimationTop: CABasicAnimation = CABasicAnimation(keyPath: "path")         triangleAnimationTop.fromValue = rightTrianglePath.CGPath         triangleAnimationTop.toValue = topTrianglePath.CGPath         triangleAnimationTop.beginTime = triangleAnimationRight.beginTime + triangleAnimationRight.duration         triangleAnimationTop.duration = 0.20          // group         let triangleAnimationGroup: CAAnimationGroup = CAAnimationGroup()         triangleAnimationGroup.animations = [triangleAnimationLeft, triangleAnimationRight, triangleAnimationTop]         triangleAnimationGroup.duration = triangleAnimationTop.beginTime + triangleAnimationTop.duration         triangleAnimationGroup.fillMode = kCAFillModeForwards         triangleAnimationGroup.removedOnCompletion = false         addAnimation(triangleAnimationGroup, forKey: nil)     }

我们接下来把三角形的颜色改一下

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

这里颜色相同了我们就可以看到了这个凸出的这个效果,调到正常速率(为了演示,把动画速率调慢了) ,联合之前所有的动作,到现在为止,效果是这样的

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

到现在为止,看上去还不错,差不多已经完成一半了,继续下一步!

五、实现旋转和矩形

旋转来说很简单了,大家估计都做过旋转动画,这里就是把前面形成的图形旋转一下(当然要注意设置锚点anchorPoint)

/**      self transform z */ func transformRotationZ() {      self.layer.anchorPoint = CGPointMake(0.5, 0.65)      let rotationAnimation: CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")      rotationAnimation.toValue = CGFloat(M_PI * 2)      rotationAnimation.duration = 0.45      rotationAnimation.removedOnCompletion = true      layer.addAnimation(rotationAnimation, forKey: nil) }

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

旋转之后原图形被切成了一个三角形,思路就是把原来的大圆,按着这个大三角形的内切圆剪切一下即可

/**      contract animation function      */ func contract() {         let contractAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")         contractAnimation.fromValue = circleBigPath.CGPath         contractAnimation.toValue = circleSmallPath.CGPath         contractAnimation.duration = KAnimationDuration         contractAnimation.fillMode = kCAFillModeForwards         contractAnimation.removedOnCompletion = false         addAnimation(contractAnimation, forKey: nil)     }

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

接下来就是画矩形,新建一个RectangleLayer,划线

/**      line stroke color change with custom color      - parameter color: custom color      */ func strokeChangeWithColor(color: UIColor) {         strokeColor = color.CGColor         let strokeAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")         strokeAnimation.fromValue = 0.0         strokeAnimation.toValue = 1.0         strokeAnimation.duration = 0.4         addAnimation(strokeAnimation, forKey: nil)     }

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

最后面就是经典的水波纹动画了,不多说,直接上代码

![WavetAnimation.gif](http://upload-images.jianshu.io/upload_images/571495-856dc8f307d16f60.gif?imageMogr2/auto-orient/strip)     func animate() {          /// 1         let waveAnimationPre: CABasicAnimation = CABasicAnimation(keyPath: "path")         waveAnimationPre.fromValue = wavePathPre.CGPath         waveAnimationPre.toValue = wavePathStarting.CGPath         waveAnimationPre.beginTime = 0.0         waveAnimationPre.duration = KAnimationDuration          /// 2         let waveAnimationLow: CABasicAnimation = CABasicAnimation(keyPath: "path")         waveAnimationLow.fromValue = wavePathStarting.CGPath         waveAnimationLow.toValue = wavePathLow.CGPath         waveAnimationLow.beginTime = waveAnimationPre.beginTime + waveAnimationPre.duration         waveAnimationLow.duration = KAnimationDuration          /// 3         let waveAnimationMid: CABasicAnimation = CABasicAnimation(keyPath: "path")         waveAnimationMid.fromValue = wavePathLow.CGPath         waveAnimationMid.toValue = wavePathMid.CGPath         waveAnimationMid.beginTime = waveAnimationLow.beginTime + waveAnimationLow.duration         waveAnimationMid.duration = KAnimationDuration          /// 4         let waveAnimationHigh: CABasicAnimation = CABasicAnimation(keyPath: "path")         waveAnimationHigh.fromValue = wavePathMid.CGPath         waveAnimationHigh.toValue = wavePathHigh.CGPath         waveAnimationHigh.beginTime = waveAnimationMid.beginTime + waveAnimationMid.duration         waveAnimationHigh.duration = KAnimationDuration          /// 5         let waveAnimationComplete: CABasicAnimation = CABasicAnimation(keyPath: "path")         waveAnimationComplete.fromValue = wavePathHigh.CGPath         waveAnimationComplete.toValue = wavePathComplete.CGPath         waveAnimationComplete.beginTime = waveAnimationHigh.beginTime + waveAnimationHigh.duration         waveAnimationComplete.duration = KAnimationDuration          /// group animation         let arcAnimationGroup: CAAnimationGroup = CAAnimationGroup()         arcAnimationGroup.animations = [waveAnimationPre, waveAnimationLow, waveAnimationMid, waveAnimationHigh, waveAnimationComplete]         arcAnimationGroup.duration = waveAnimationComplete.beginTime + waveAnimationComplete.duration         arcAnimationGroup.fillMode = kCAFillModeForwards         arcAnimationGroup.removedOnCompletion = false         addAnimation(arcAnimationGroup, forKey: nil)     }

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

找几个点控制水波形状,画出贝塞尔曲线即可,到这里基本就完成了。接下来最后一步,放大,并弹出Welcome

func expandView() {         backgroundColor = UIColor.colorWithHexString("#40e0b0")         frame = CGRectMake(frame.origin.x - blueRectangleLayer.lineWidth,                            frame.origin.y - blueRectangleLayer.lineWidth,                            frame.size.width + blueRectangleLayer.lineWidth * 2,                            frame.size.height + blueRectangleLayer.lineWidth * 2)         layer.sublayers = nil         UIView.animateWithDuration(0.3, delay: 0.0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {             self.frame = self.parentFrame             }, completion: { finished in                 self.delegate?.completeAnimation()         })     }

放大完以后设置代理,然后在主的vc中添加Welcome这个Label

// MARK: - // MARK: AnimationViewDelegate func completeAnimation() {         // 1         animationView.removeFromSuperview()         view.backgroundColor = UIColor.colorWithHexString("#40e0b0")         // 2         let label: UILabel = UILabel(frame: view.frame)         label.textColor = UIColor.whiteColor()         label.font = UIFont(name: "HelveticaNeue-Thin", size: 50.0)         label.textAlignment = NSTextAlignment.Center         label.text = "Welcome"         label.transform = CGAffineTransformScale(label.transform, 0.25, 0.25)         view.addSubview(label)         // 3         UIView.animateWithDuration(0.4, delay: 0.0, usingSpringWithDamping: 0.7, initialSpringVelocity: 0.1, options: UIViewAnimationOptions.CurveEaseInOut,animations: ({                 label.transform = CGAffineTransformScale(label.transform, 4.0, 4.0)             }), completion: { finished in                 self.addTouchButton()         })     }

到现在为止,动画全部完成

iOS复杂动画之抽丝剥茧(Objective-C & Swift)

六、最后

同样,还是提供了两个版本(Objective-C & Swift),你可以在这里查看源码!

一直对动画比较感兴趣,希望多研究多深入,有什么意见或者建议的话,可以留言或者私信,如果觉得还好的话,请star支持,谢谢!

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