iOS 复杂动画之抽丝剥茧

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!

 

 

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

 

 

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

 

 

 

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

 

 

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

    }

}

 

 

然后设置圆角

 

lineCap = kCALineCapRound

        lineJoin = kCALineJoinRound

 

 

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

 

 

然后同理,保持中心不变分别按顺序向右和向上拉伸

 

 

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

 

 

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

 

 

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)

    }

 

 

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)

    }

 

 

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)

    }

 

 

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)

    }

 

 

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

 

 

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!

posted @ 2016-06-21 13:20  FMDN  阅读(296)  评论(0)    收藏  举报