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

 

这几天作了一些简单iOS的效果图,感受苹果官方已经帮咱们作了不少了,咱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,先让你们看看这几个动画吧。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,两只手就能够把她搞得好嗨皮,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编程

粒子图

思路函数

- 添加控件布局

- 添加手势画线动画

- 重写drawRect方法atom

- 添加Layerspa

- 添加动画code

 

HUD指示器

- 添加layerorm

- 添加动画blog

- 添加复制图层ci

 

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

计算圆之间矩形而且填充

回弹

爆炸

--步骤

 先完成空间布局以及手势添加

 而后计算圆的变化,计算圆之间的矩形面积

 效果微调

预览代码结构图

详细步骤

- 在一个storyBoard里面拖一个UIButton进去,而后新建一个自定义UIBUtton类 如:ETBUtton类与之对应,好了,一切新建工做完毕,下面,咱们只须要在自定义的UIButton类里面作功夫就行了,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手势后固然咱们要在自定义的Pan方法里面作功夫,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,能够拖动啦,接下来你想作什么呢?我就想你不断拖动大圆的过程当中,小圆的半径一直减小直到为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,如今小圆终于能够随着两圆心距的变大而变小了,以后重头戏来了,获取贝塞尔曲线路径,也就是绘制两圆之间的曲线部分
  • 这个也不难,只是用到初中的知识,先上个原型图(手绘)
  • 咳咳,因为用铅笔画的,有点模糊,那就奉上一个根据原型图用电脑绘制的图吧!
  • 至此,重要的点都已经计算出来的,也不难吧,把算式换成代码以下
    - (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); // 建立路径
        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,因为我做图是小圆的圆心为x1 y1,因此若是把大圆小圆的位置调过来会致使曲线面积的中间鼓起来,因此为了防止别人传错值,也不用他们那么纠结了,我代码里面本身找出最小的圆就行了,因此必定要加上这一句,而后奉上此时的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,只是我想作在超过必定距离后,按钮就彻底被拖走了 恋恋不舍的走了。
    #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,咱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; }]; } } }
  • 这时基本上已经能够宣告完成的了,可是在爆炸效果释放的时候你会发现,爆炸效果不在咱们当前的位置爆炸,而是在初始位置爆炸,这是由于苹果官方自动给StoryBoard添加了自动布局约束,这是只须要把约束渲染设为NO就行了,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); // 建立路径
        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