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Android仿百度地圖小度語(yǔ)音助手的貝塞爾曲線動(dòng)畫(huà)

 更新時(shí)間:2018年07月27日 10:28:42   作者:何浪  
這篇文章主要為大家詳細(xì)介紹了Android仿百度地圖小度語(yǔ)音助手的貝塞爾曲線動(dòng)畫(huà),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文為大家分享了Android仿小度語(yǔ)音助手的貝塞爾曲線動(dòng)畫(huà),供大家參考,具體內(nèi)容如下

廢話不多說(shuō),看下面的動(dòng)圖,和百度的還是有點(diǎn)點(diǎn)差別,我也不修改了,很簡(jiǎn)單,我實(shí)在是沒(méi)有多余的時(shí)間,還要學(xué)習(xí)其他的東西。

package com.example.helang.volumewave;
 
import android.animation.ValueAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Shader;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.view.View;
import android.view.animation.DecelerateInterpolator;
 
import java.util.Random;
 
 
/**
 * 仿百度的語(yǔ)音助手--波浪動(dòng)畫(huà)控件
 */
public class VolumeWaveView extends View {
  private static final String TAG = "VolumeWaveView";
 
 
  private static final int HEIGHT = 400;//整個(gè)控件的高度
 
  private static final int HEIGHT1 = 200;//第一層曲線的高度
  private static final int HEIGHT2 = 400;//第二層曲線的高度
  private static final int HEIGHT3 = 350;//第三層曲線的高度
 
  private float h1 = 200,h2 = 200, h3 = 300,h4 = 300,h5 = 200;
 
  private int range = 0;//波動(dòng)的幅度,你可以動(dòng)態(tài)改變這個(gè)值,比如麥克風(fēng)錄入的音量的高低
 
  private static final int splitWidth = -200;//扇形的交錯(cuò)距離
 
  private Path path;
  private Paint paint1,paint2,paint3,paint4;
 
  private LinearGradient linearGradient1,linearGradient2,linearGradient3,linearGradient4;//四種漸變色
 
  private ValueAnimator animator1,animator2,animator3,animator4,animator5;//五種動(dòng)畫(huà)
 
 
  public VolumeWaveView(Context context) {
    this(context,null);
  }
 
  public VolumeWaveView(Context context, @Nullable AttributeSet attrs) {
    this(context,attrs,0);
  }
 
  public VolumeWaveView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
    super(context, attrs,defStyleAttr);
    initPaint();
 
 
  }
 
  private void initPaint(){
    path = new Path();
 
    paint1 = new Paint();
    paint1.setStyle(Paint.Style.FILL);
    paint1.setAntiAlias(true);//抗鋸齒
    //漸變色1
    linearGradient1 = new LinearGradient(0, 0, 0, HEIGHT1,
        Color.parseColor("#e652a6d2"), Color.parseColor("#e652d5a1"), Shader.TileMode.MIRROR);
    paint1.setShader(linearGradient1);
 
    paint2 = new Paint();
    paint2.setAntiAlias(true);//抗鋸齒
    paint2.setStyle(Paint.Style.FILL);
    //漸變色2
    linearGradient2 = new LinearGradient(0, 0, 0, HEIGHT2,
        Color.parseColor("#e68952d5"), Color.parseColor("#e6525dd5"), Shader.TileMode.MIRROR);
    paint2.setShader(linearGradient2);
 
 
    paint3 = new Paint();
    paint3.setAntiAlias(true);//抗鋸齒
    paint3.setStyle(Paint.Style.FILL);
    //漸變色3
    linearGradient3 = new LinearGradient(0, 0, 0, HEIGHT3,
        Color.parseColor("#e66852d5"), Color.parseColor("#e651b9d2"), Shader.TileMode.MIRROR);
    paint3.setShader(linearGradient3);
 
 
    paint4 = new Paint();
    paint4.setAntiAlias(true);//抗鋸齒
    paint4.setStyle(Paint.Style.FILL);
    //漸變色4
    linearGradient4 = new LinearGradient(0, 0, 0, HEIGHT2,
        Color.parseColor("#e6d5527e"), Color.parseColor("#e6bf52d5"), Shader.TileMode.MIRROR);
    paint4.setShader(linearGradient4);
 
 
 
  }
 
 
  /**
   * draw方法中不要?jiǎng)?chuàng)建大量對(duì)象,盡量復(fù)用對(duì)象
   * @param canvas
   */
  @Override
  protected void onDraw(Canvas canvas) {
    super.onDraw(canvas);
    drawLayer3(canvas);
    drawLayer2(canvas);
    drawLayer1(canvas);
  }
 
  /**
   * 繪制第一層
   * @param canvas
   */
  private void drawLayer1(Canvas canvas){
    path.reset();//重置path
    path.moveTo(0, HEIGHT);//起點(diǎn)
    path.quadTo(getWidth()/4, HEIGHT-h1, getWidth()/2, HEIGHT);//第一條二階貝塞爾曲線
 
    path.moveTo(getWidth()/2+splitWidth,HEIGHT);
    path.quadTo(getWidth()/2+splitWidth+getWidth()/4, HEIGHT-h2, getWidth(), HEIGHT);//第二條二階貝塞爾曲線
    canvas.drawPath(path,paint1);
  }
 
  /**
   * 繪制第二層
   * @param canvas
   */
  private void drawLayer2(Canvas canvas){
    path.reset();//重置path
    path.moveTo(0, HEIGHT);//起點(diǎn)
    path.quadTo(getWidth()/4, HEIGHT-h3, getWidth()/2, HEIGHT);//第一條二階貝塞爾曲線
    canvas.drawPath(path,paint2);
 
    path.reset();
    path.moveTo(getWidth()/2+splitWidth,HEIGHT);
    path.quadTo(getWidth()/2+getWidth()/4, HEIGHT-h4, getWidth(), HEIGHT);//第二條二階貝塞爾曲線
    canvas.drawPath(path,paint4);
 
  }
 
  /**
   * 繪制第三層
   * @param canvas
   */
  private void drawLayer3(Canvas canvas){
    path.reset();//重置path
    path.moveTo(200,HEIGHT);
    path.quadTo(200+getWidth()/3, HEIGHT-h5, getWidth(), HEIGHT);//二階貝塞爾曲線
    canvas.drawPath(path,paint3);
  }
 
 
  /**
   * 添加屬性動(dòng)畫(huà)
   */
  public void startAnimation() {
    Random random = new Random();
    range = random.nextInt(100)%(100-10+1) + 10;//波動(dòng)的幅度,模擬動(dòng)態(tài)音量輸入,你可以自己設(shè)置
 
    animator1 = ValueAnimator.ofInt(0,HEIGHT1,0);
    animator1.setDuration(1400);
    animator1.setInterpolator(new DecelerateInterpolator());
    //無(wú)限循環(huán)
    animator1.setRepeatCount(ValueAnimator.INFINITE);
    animator1.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 
      @Override
      public void onAnimationUpdate(ValueAnimator animation) {
        h1 = (int) animation.getAnimatedValue();
        invalidate();
 
      }
    });
    animator1.start();
 
    animator2 = ValueAnimator.ofInt(0,HEIGHT1,0);
    animator2.setDuration(1700);
    animator2.setInterpolator(new DecelerateInterpolator());
    //無(wú)限循環(huán)
    animator2.setRepeatCount(ValueAnimator.INFINITE);
    animator2.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 
      @Override
      public void onAnimationUpdate(ValueAnimator animation) {
        h2 = (int) animation.getAnimatedValue();
        invalidate();
 
      }
    });
    animator2.start();
 
 
 
    animator3 = ValueAnimator.ofInt(0,HEIGHT2,0);
    animator3.setDuration(1600);
    animator3.setInterpolator(new DecelerateInterpolator());
    //無(wú)限循環(huán)
    animator3.setRepeatCount(ValueAnimator.INFINITE);
    animator3.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 
      @Override
      public void onAnimationUpdate(ValueAnimator animation) {
        h3 = (int) animation.getAnimatedValue() + range;
        invalidate();
 
      }
    });
    animator3.start();
 
 
    animator4 = ValueAnimator.ofInt(0,HEIGHT2,0);
    animator4.setDuration(1300);
    animator4.setInterpolator(new DecelerateInterpolator());
    //無(wú)限循環(huán)
    animator4.setRepeatCount(ValueAnimator.INFINITE);
    animator4.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 
      @Override
      public void onAnimationUpdate(ValueAnimator animation) {
        h4 = (int) animation.getAnimatedValue();
        invalidate();
 
      }
    });
    animator4.start();
 
 
    animator5 = ValueAnimator.ofInt(0,HEIGHT2,0);
    animator5.setDuration(1250);
    animator5.setInterpolator(new DecelerateInterpolator());
    //無(wú)限循環(huán)
    animator5.setRepeatCount(ValueAnimator.INFINITE);
    animator5.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 
      @Override
      public void onAnimationUpdate(ValueAnimator animation) {
        h5 = (int) animation.getAnimatedValue();
        invalidate();
 
      }
    });
    animator5.start();
  }
 
 
  /**
   * 關(guān)閉動(dòng)畫(huà)
   */
  public void removeAnimation(){
    if (animator1 != null){
      animator1.cancel();
      animator1 = null;
    }
    if (animator2 != null){
      animator2.cancel();
      animator2 = null;
    }
    if (animator3 != null){
      animator3.cancel();
      animator3 = null;
    }
    if (animator4 != null){
      animator4.cancel();
      animator4 = null;
    }
    if (animator5 != null){
      animator5.cancel();
      animator5 = null;
    }
  }

}

主要是利用Path中的貝塞爾曲線,然后加上屬性動(dòng)畫(huà),動(dòng)態(tài)改變曲線的高度就可以了

喜歡的話,就去github給個(gè)star吧

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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