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iOS几个效果动画-------------------(实例详讲)qq粘性效果

这几天做了一些简单iOS的效果图,感觉苹果官方已经帮我们做了很多了,我们只是站在巨人的肩膀上编程,这些也没什么难的,最难的也就是用到了初中的三角函数,先让大家看看这几个动画吧。 iOS几个效果动画-------------------(实例详讲)qq粘性效果 iOS几个效果动画-------------------(实例详讲)qq粘性效果 iOS几个效果动画-------------------(实例详讲)qq粘性效果 iOS几个效果动画-------------------(实例详讲)qq粘性效果 先列这几个把,由上而下分别是 数据缓冲效果 ,粒子动画,HUD指示效果,QQ未读消息的粘性效果,图一把一半遮住就是一种音乐播放器的播放效果,好了图一,图二, 图三都好简单就好似黄子华讲过,我只要一张嘴,两只手就可以把她搞得好嗨皮,而图一 图二,图三就是只要一个Animation,两个Layer就搞定了,而图四也不难,下面详细说一下图四

粒子图

思路

- 添加控件

- 添加手势画线

- 重写drawRect方法

- 添加Layer

- 添加动画

HUD指示器

- 添加layer

- 添加动画

- 添加复制图层

缓冲跳动

- 添加控件

- 添加layer

- 添加动画

- 添加复制层

QQ粘性效果

--思路

新建自定义UIButton

添加拖动手势

计算圆的变化

计算圆之间矩形并且填充

回弹

爆炸

--步骤

先完成空间布局以及手势添加

然后计算圆的变化,计算圆之间的矩形面积

效果微调

预览代码结构图

iOS几个效果动画-------------------(实例详讲)qq粘性效果

详细步骤

- 在一个storyBoard里面拖一个UIButton进去,然后新建一个自定义UIBUtton类 如:ETBUtton类与之对应,好了,一切新建工作完毕,下面,我们只需要在自定义的UIButton类里面做功夫就好了,简单的代码直接上好

#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 - 懒加载数据 - (UIView *)smalCirView{  if (!_smalCirView) {   // 新建一个圆   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 - 系统初始化 - (id)initWithFrame:(CGRect)frame{  self = [super initWithFrame:frame];  if (self) {   [self setUp];  }  return self; } - (void)awakeFromNib{   [self setUp]; } #pragma mark - 初始化视图 - (void)setUp{  CGFloat w = self.bounds.size.width;  self.layer.cornerRadius = w / 2;  self.smalCirView.layer.cornerRadius = w/2; // 记录半径  _oriRadius = w/2;  _smalCirView.frame = self.frame;  UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)];  [self addGestureRecognizer:pan]; } 
  • 在添加完Pan手势后当然我们要在自定义的Pan方法里面做功夫,先看看已经实现了拖动效果的Pan代码块吧。
    - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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];  } 
  • 就这样,可以拖动啦,接下来你想做什么呢?我就想你不断拖动大圆的过程中,小圆的半径一直减少直到为0, 具体思路是圆心距越大,小圆半径越小 ,这是奉上此时的Pan代码。
    - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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]; //  设置小圆变化的值  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 - 获取圆心距离 - (CGFloat)distanceWithPointA:(CGPoint)pointA  andPointB:(CGPoint)pointB{  CGFloat offSetX = pointA.x - pointB.x;  CGFloat offSetY = pointA.y - pointB.y;  return sqrt(offSetX*offSetX + offSetY*offSetY); } 
  • 好了,现在小圆终于可以随着两圆心距的变大而变小了,之后重头戏来了,获取贝塞尔曲线路径,也就是绘制两圆之间的曲线部分 iOS几个效果动画-------------------(实例详讲)qq粘性效果
  • 这个也不难,只是用到初中的知识,先上个原型图(手绘)
  • iOS几个效果动画-------------------(实例详讲)qq粘性效果
  • 咳咳,由于用铅笔画的,有点模糊,那就奉上一个根据原型图用电脑绘制的图吧! iOS几个效果动画-------------------(实例详讲)qq粘性效果
  • 至此,重要的点都已经计算出来的,也不难吧,把算式换成代码如下
    - (UIBezierPath *)getBezierPathWithSmallCir:(UIView *)smallCir andBigCir:(UIView *)bigCir{ // 获取最小的圆  if (bigCir.frame.size.width < smallCir.frame.size.width) {   UIView *view = bigCir;   bigCir = smallCir;   smallCir = view;  } // 获取小圆的信息  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; // 获取大圆的信息  CGFloat x2 = bigCir.center.x;  CGFloat y2 = bigCir.center.y;  CGFloat r2 = bigCir.bounds.size.width/2; // 获取三角函数  CGFloat sinA = (y2 - y1)/d;  CGFloat cosA = (x2 - x1)/d; // 获取矩形四个点  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); // 获取控制点,以便画出曲线  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); // 创建路径  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; }


    //    获取最小的圆     if (bigCir.frame.size.width < smallCir.frame.size.width) {         UIView *view = bigCir;         bigCir = smallCir;         smallCir = view;     }
  • 以上这段代码,由于我作图是小圆的圆心为x1 y1,所以如果把大圆小圆的位置调过来会导致曲线面积的中间鼓起来,所以为了防止别人传错值,也不用他们那么纠结了,我代码里面自己找出最小的圆就好了,所以一定要加上这一句,然后奉上此时的pan代码。
    - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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]; //  设置小圆变化的值  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;    } 
  • 好了接下来就是收尾部分了,只是我想做在超过一定距离后,按钮就完全被拖走了 依依不舍的走了。
    #pragma mark - 自定义方法 #pragma mark - 手势触发方法 #define MaxDistance 90 - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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]; //  设置小圆变化的值  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;  // 画图  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;     } 
  • 最后,我们判断在限定范围内放手就回弹,超过就爆炸消失
    #pragma mark - 自定义方法 #pragma mark - 手势触发方法 #define MaxDistance 90 - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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]; //  设置小圆变化的值  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;  // 画图  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;  } // 爆炸或还原  if(pan.state == UIGestureRecognizerStateBegan){   NSLog(@"%@",NSStringFromCGRect(self.frame));  }  if (pan.state == UIGestureRecognizerStateEnded) {   if (cirDistance > MaxDistance){ //   这是动画的爆炸效果    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{ //   回弹    [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;    }];   }  } } 
  • 这时基本上已经可以宣告完成的了,但是在爆炸效果释放的时候你会发现,爆炸效果不在我们当前的位置爆炸,而是在初始位置爆炸,这是因为苹果官方自动给StoryBoard添加了自动布局约束,这是只需要把约束渲染设为NO就好了,就是在ViewController里面加上一句代码
    - (void)viewDidLoad {     [super viewDidLoad];     self.view.translatesAutoresizingMaskIntoConstraints = NO; }
  • 最后奉上整个类的代码

    #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 - 懒加载数据 - (UIView *)smalCirView{  if (!_smalCirView) {   // 新建一个圆   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 - 系统初始化 - (id)initWithFrame:(CGRect)frame{  self = [super initWithFrame:frame];  if (self) {   [self setUp];  }  return self; } - (void)awakeFromNib{   [self setUp]; } #pragma mark - 初始化视图 - (void)setUp{  CGFloat w = self.bounds.size.width;  self.layer.cornerRadius = w / 2;  self.smalCirView.layer.cornerRadius = w/2; // 记录半径  _oriRadius = w/2;  _smalCirView.frame = self.frame;  UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)];  [self addGestureRecognizer:pan]; } #pragma mark - 自定义方法 #pragma mark - 手势触发方法 #define MaxDistance 90 - (void)pan:(UIPanGestureRecognizer *)pan{ //  移动  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]; //  设置小圆变化的值  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;  // 画图  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;  } // 爆炸或还原  if(pan.state == UIGestureRecognizerStateBegan){   NSLog(@"%@",NSStringFromCGRect(self.frame));  }  if (pan.state == UIGestureRecognizerStateEnded) {   if (cirDistance > MaxDistance){ //   这是动画的爆炸效果    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{ //   回弹    [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 - 获取圆心距离 - (CGFloat)distanceWithPointA:(CGPoint)pointA  andPointB:(CGPoint)pointB{  CGFloat offSetX = pointA.x - pointB.x;  CGFloat offSetY = pointA.y - pointB.y;  return sqrt(offSetX*offSetX + offSetY*offSetY); } #pragma mark - 获取贝塞尔曲线 - (UIBezierPath *)getBezierPathWithSmallCir:(UIView *)smallCir andBigCir:(UIView *)bigCir{ // 获取最小的圆  if (bigCir.frame.size.width < smallCir.frame.size.width) {   UIView *view = bigCir;   bigCir = smallCir;   smallCir = view;  } // 获取小圆的信息  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; // 获取大圆的信息  CGFloat x2 = bigCir.center.x;  CGFloat y2 = bigCir.center.y;  CGFloat r2 = bigCir.bounds.size.width/2; // 获取三角函数  CGFloat sinA = (y2 - y1)/d;  CGFloat cosA = (x2 - x1)/d; // 获取矩形四个点  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); // 获取控制点,以便画出曲线  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); // 创建路径  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 

    好了,一个简单的粘性效果完成了

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