本文主要是介绍安卓动画系列之五, 属性动画PropertyAnimation(下) - 通过官方例子深入了解,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
这里继续之前写的上篇属性动画PropertyAnimation(上)之初步印象 来写下篇,了解一下自定义的对象如何调用实现属性动画,还有AnimatorSet的一些灵活用法.本来也尝试像之前那样写demo去讲,但发现android官方在这方面已经提供了非常好的例子,于是就拿官方的这个小球下落回弹来作为例子,深入的了解属性动画的用法吧. 代码中的注释我已经非常详细,所以不再另外写出来了.过一遍代码,相信我们自己以后也能灵活运用属性动画了.
先上效果图:
代码:
ShapeHolder:
package com.test.android.objectanimationmain;import android.graphics.Paint;
import android.graphics.RadialGradient;
import android.graphics.drawable.ShapeDrawable;
import android.graphics.drawable.shapes.Shape;/*** ShapeHolder作为属性动画的对象,必须设置setter和getter方法才能使动画生效.* 这个类本质上也是通过ShapeDrawable来创建可视化的实体对象.* 里面都是主要的getter和setter方法*/
public class ShapeHolder {private float x = 0, y = 0;private ShapeDrawable shape;private int color;private RadialGradient gradient;private float alpha = 1f;private Paint paint;public void setPaint(Paint value) {paint = value;}public Paint getPaint() {return paint;}public void setX(float value) {x = value;}public float getX() {return x;}public void setY(float value) {y = value;}public float getY() {return y;}public void setShape(ShapeDrawable value) {shape = value;}public ShapeDrawable getShape() {return shape;}public int getColor() {return color;}public void setColor(int value) {shape.getPaint().setColor(value);color = value;}public void setGradient(RadialGradient value) {gradient = value;}public RadialGradient getGradient() {return gradient;}public void setAlpha(float alpha) {this.alpha = alpha;shape.setAlpha((int)((alpha * 255f) + .5f));}public float getWidth() {return shape.getShape().getWidth();}public void setWidth(float width) {Shape s = shape.getShape();s.resize(width, s.getHeight());}public float getHeight() {return shape.getShape().getHeight();}public void setHeight(float height) {Shape s = shape.getShape();s.resize(s.getWidth(), height);}public ShapeHolder(ShapeDrawable s) {shape = s;}}
主类方法:
public class MyAnimationView extends View {private static final int RED = 0xffFF8080;private static final int BLUE = 0xff8080FF;private static final int CYAN = 0xff80ffff;private static final int GREEN = 0xff80ff80;public final ArrayList<ShapeHolder> balls = new ArrayList<ShapeHolder>();AnimatorSet animation = null;public MyAnimationView(Context context) {super(context);// Animate background color// Note that setting the background color will automatically invalidate the// view, so that the animated color, and the bouncing balls, get redisplayed on// every frame of the animation.//设置背景颜色的动画ValueAnimator colorAnim = ObjectAnimator.ofInt(this, "backgroundColor", RED, BLUE);colorAnim.setDuration(3000);//设置属性值计算器colorAnim.setEvaluator(new ArgbEvaluator());colorAnim.setRepeatCount(ValueAnimator.INFINITE);colorAnim.setRepeatMode(ValueAnimator.REVERSE);colorAnim.start();}@Overridepublic boolean onTouchEvent(MotionEvent event) {//如果触摸事件不是按下或者移动事件,则不拦截if (event.getAction() != MotionEvent.ACTION_DOWN &&event.getAction() != MotionEvent.ACTION_MOVE) {return false;}ShapeHolder newBall = addBall(event.getX(), event.getY());// Bouncing animation with squash and stretch//获取触摸的事件X,Y坐标float startY = newBall.getY();//小球最后下落点的Y坐标,由屏幕高度减去小球高度得到float endY = getHeight() - 50f;//获取shapeholder的高度float h = (float)getHeight();float eventY = event.getY();int duration = (int)(500 * ((h - eventY)/h));//这里设置了"y","x"这些属性,但是系统针对newBall这对象是没有setX(), setY()的方法支持的.//所以我们在newBall所继承的自定义的ShapeHolder了中,必须自己去实现setX() setY()//和getX() , getY()方法,这样才能是属性动画在使用过程中可以根据时间不断的getter和setter.//这里就是我们所使用自定义的对象去调用属性动画的关键地方.//换言之,如果ShapeHolder中将x,y换成locationX,locationY,只要类中实现类似setLocationY(),getLocationY()方法就行了,//下面这句照样可以换成ValueAnimator bounceAnim = ObjectAnimator.ofFloat(newBall, "locationY", startY, endY);ValueAnimator bounceAnim = ObjectAnimator.ofFloat(newBall, "y", startY, endY);bounceAnim.setDuration(duration);//设置插值器,由慢到快.这样小球(也就是一个圆)在下落的过程中是从慢到快的,看起来是受了地心引力的影响...更真实一些bounceAnim.setInterpolator(new AccelerateInterpolator());//这里创建的squashAnim1属性动画,是实现小球掉落在底部的Y坐标时的压扁效果.X坐标偏移25fValueAnimator squashAnim1 = ObjectAnimator.ofFloat(newBall, "x", newBall.getX(),newBall.getX() - 25f);//这里设置的动画时间只有bounceAnim动画时间的1/4,因为压扁的过程是迅速的,所以要时间值小很多才合理squashAnim1.setDuration(duration/4);//设置重复次数为1次squashAnim1.setRepeatCount(1);//设置重复模式是逆向返回起点squashAnim1.setRepeatMode(ValueAnimator.REVERSE);//设置插值器,一直减速squashAnim1.setInterpolator(new DecelerateInterpolator());//这里一连串的squashAnim1,squashAnim2等等都是构成小球压扁效果的动画,宽度增加至50ValueAnimator squashAnim2 = ObjectAnimator.ofFloat(newBall, "width", newBall.getWidth(),newBall.getWidth() + 50);squashAnim2.setDuration(duration/4);squashAnim2.setRepeatCount(1);//因为压扁完还要恢复原状,这里必须是逆向返回起始值,使用ValueAnimator.REVERSEsquashAnim2.setRepeatMode(ValueAnimator.REVERSE);squashAnim2.setInterpolator(new DecelerateInterpolator());//依旧是构成压扁效果的动画,小球压扁后Y轴上移25f,也就是半个小球的高度,看起来是压扁到恢复原状的效果了.ValueAnimator stretchAnim1 = ObjectAnimator.ofFloat(newBall, "y", endY,endY + 25f);stretchAnim1.setDuration(duration/4);stretchAnim1.setRepeatCount(1);stretchAnim1.setInterpolator(new DecelerateInterpolator());stretchAnim1.setRepeatMode(ValueAnimator.REVERSE);//依旧是构成压扁效果的动画,小球高度减小25.ValueAnimator stretchAnim2 = ObjectAnimator.ofFloat(newBall, "height",newBall.getHeight(), newBall.getHeight() - 25);stretchAnim2.setDuration(duration/4);stretchAnim2.setRepeatCount(1);stretchAnim2.setInterpolator(new DecelerateInterpolator());stretchAnim2.setRepeatMode(ValueAnimator.REVERSE);//小球回弹动画,弹回原点.ValueAnimator bounceBackAnim = ObjectAnimator.ofFloat(newBall, "y", endY,startY);bounceBackAnim.setDuration(duration);bounceBackAnim.setInterpolator(new DecelerateInterpolator());// Sequence the down/squash&stretch/up animations//这里是AnimatorSet的灵活用法,上篇中只讲了AnimatorSet的playSequentially()和playTogether()方法//AnimatorSet作为一个动画容器,这里规定了bounceAnim在squashAnim1动画前面播放,//然后squashAnim1播放的同时又播放squashAnim2,stretchAnim1,stretchAnim2这三个动画//最后规定bounceBackAnim这个小球弹起动画必须放在stretchAnim2这个动画后面去播放,也就是放最后.//这些规则,保证了小球从下落到底部,然后在底部产生压扁效果,然后恢复原状,再弹回原点的整个过程.AnimatorSet bouncer = new AnimatorSet();bouncer.play(bounceAnim).before(squashAnim1);bouncer.play(squashAnim1).with(squashAnim2);bouncer.play(squashAnim1).with(stretchAnim1);bouncer.play(squashAnim1).with(stretchAnim2);bouncer.play(bounceBackAnim).after(stretchAnim2);// Fading animation - remove the ball when the animation is done//这里动画定义透明度从可见到完全不可见,就是小球弹回原点后消失了的效果.ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f);//消失的时间很短,所以这个值不要设置过长.fadeAnim.setDuration(250);//添加监听接口,当动消失的动画结束,就将小球(ShapeHolder的子类)从队列中删去.fadeAnim.addListener(new AnimatorListenerAdapter() {@Overridepublic void onAnimationEnd(Animator animation) {balls.remove(((ObjectAnimator)animation).getTarget());}});// Sequence the two animations to play one after the otherAnimatorSet animatorSet = new AnimatorSet();//这里规定消失动画必须在整个下落回弹结束后才开始animatorSet.play(bouncer).before(fadeAnim);// Start the animation//启动动画animatorSet.start();//拦截触摸事件,返回true.return true;}private ShapeHolder addBall(float x, float y) {//创建椭圆ShapeOvalShape circle = new OvalShape();//X和Y都是50f,则代表这个椭圆circle是一个半径为25f的圆circle.resize(50f, 50f);//上篇分析过ShapeDrawable的源码,可知下面是使用OvalShape去创建shapedrawable对象ShapeDrawable drawable = new ShapeDrawable(circle);ShapeHolder shapeHolder = new ShapeHolder(drawable);shapeHolder.setX(x - 25f);shapeHolder.setY(y - 25f);//下面是通过随机的方法去生成红绿蓝三个值.,从而组合成ARGB的值,设置为该圆的颜色int red = (int)(Math.random() * 255);int green = (int)(Math.random() * 255);int blue = (int)(Math.random() * 255);int color = 0xff000000 | red << 16 | green << 8 | blue;//每个ShapeDrawable对象都有自己的paint,直接getPaint()就能获取了Paint paint = drawable.getPaint(); //new Paint(Paint.ANTI_ALIAS_FLAG);int darkColor = 0xff000000 | red/4 << 16 | green/4 << 8 | blue/4;//给上面生成的ARGB值,添加圆的中心到边缘颜色从深到浅的渐变效果RadialGradient gradient = new RadialGradient(37.5f, 12.5f,50f, color, darkColor, Shader.TileMode.CLAMP);paint.setShader(gradient);//到了这一步,圆的颜色效果已经确定了shapeHolder.setPaint(paint);balls.add(shapeHolder);return shapeHolder;}@Overrideprotected void onDraw(Canvas canvas) {for (int i = 0; i < balls.size(); ++i) {//画出小球ShapeHolder shapeHolder = balls.get(i);canvas.save();canvas.translate(shapeHolder.getX(), shapeHolder.getY());shapeHolder.getShape().draw(canvas);canvas.restore();}}}
上面官方的例子没有用到自定义属性计算器Evaluator,于是为了和上面的效果对比明显,就写了一个奇葩的.
/*** 自定义属性计算器*/public class MyEvaluator implements TypeEvaluator{@Overridepublic Object evaluate(float fraction, Object startValue, Object endValue) {fraction = (Float)startValue - (Float)endValue/10;return fraction;}}
然后在第一个动画中去设置它:
bounceAnim.setEvaluator(new MyEvaluator());
这样看看效果,是不是点击屏幕的时候,小球不再是直接从按下的地方开始下落,而是从按下的Y轴坐标更往上一些的地方下落.
值得注意的是,如果要使用自定义的对象去调用属性动画,必须在属性动画所用到的对象中设置相应属性的getter和setter方法才行.不然是没有效果的.
最后,希望能给你提供一点点帮助.感谢你阅读本文.
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