一款非常簡單酷炫的LoadingView動畫效果
今天看到一個銀行的APP上面的loadingview 挺好的,就嘗試著自己實現(xiàn),覺得很簡單,但自己實現(xiàn)起來還是發(fā)現(xiàn)了一些問題。
LoadingView和下圖類似:
實現(xiàn)的代碼也不是很復(fù)雜,就是小球的運動軌跡需要計算,我自己手畫了個計算的圖,很簡單的就是三角函數(shù)的使用。
然后代碼就是代碼實現(xiàn)了,主要的內(nèi)容都有注釋,代碼如下:
public class LoadingView extends View { private final static String TAG = "LoadingView"; private final static int LEFT_BALL_DOWN = 1; private final static int LEFT_BALL_UP = 2; private final static int RIGHT_BALL_DOWN = 3; private final static int RIGHT_BALL_UP = 4; private Paint paint1, paint2, paint3, paint4, paint5; private int mCurrentAnimatorValue; private int circleRadius = 10; //小球的半徑 private int distance = 60; //小球開始下落到最低點的距離 private int mCurrentState = LEFT_BALL_DOWN; public LoadingView(Context context) { super(context); init(context); } public LoadingView(Context context, @Nullable AttributeSet attrs) { super(context, attrs); init(context); } public LoadingView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); init(context); } private void init(Context context) { paint1 = getPaint(Color.RED); paint2 = getPaint(Color.YELLOW); paint3 = getPaint(Color.GREEN); paint4 = getPaint(Color.BLUE); paint5 = getPaint(Color.CYAN); ValueAnimator animator = ValueAnimator.ofInt(0, 90); animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mCurrentAnimatorValue = (int) animation.getAnimatedValue(); Log.e(TAG, "onAnimationUpdate : mCurrentAnimatorValue = " + mCurrentAnimatorValue); invalidate(); } }); animator.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) { } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { Log.e(TAG, "onAnimationRepeat : mCurrentAnimatorValue = " + mCurrentAnimatorValue); switch (mCurrentState) { case LEFT_BALL_DOWN: mCurrentState = RIGHT_BALL_UP; break; case RIGHT_BALL_UP: mCurrentState = RIGHT_BALL_DOWN; break; case RIGHT_BALL_DOWN: mCurrentState = LEFT_BALL_UP; break; case LEFT_BALL_UP: mCurrentState = LEFT_BALL_DOWN; break; } } }); animator.setStartDelay(500); animator.setDuration(600); animator.setRepeatCount(ValueAnimator.INFINITE); animator.setInterpolator(new DecelerateInterpolator()); animator.start(); } private Paint getPaint(int color) { Paint paint = new Paint(); paint.setColor(color); paint.setAntiAlias(true); paint.setStyle(Paint.Style.FILL); return paint; } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); int x, y; double cosValue = Math.cos(PI * mCurrentAnimatorValue / 180); double sinValue = Math.sin(PI * mCurrentAnimatorValue / 180); drawFourBall(canvas); switch (mCurrentState) { case LEFT_BALL_DOWN://最左邊小球往下撞擊 x = circleRadius + (int) ((distance - circleRadius) * (1 - cosValue)); y = getHeight() - distance + (int) ((distance - circleRadius) * sinValue); canvas.drawCircle(x, y, circleRadius, paint1); break; case RIGHT_BALL_UP://最右邊小球往上撞擊 x = distance + 8 * circleRadius + (int) ((distance - circleRadius) * sinValue); y = getHeight() - distance + (int) (cosValue * (distance - circleRadius)); canvas.drawCircle(x, y, circleRadius, paint5); break; case RIGHT_BALL_DOWN://最右邊小球往下撞擊 x = distance + 8 * circleRadius + (int) ((distance - circleRadius) * (cosValue)); y = (getHeight() - distance) + (int) ((distance - circleRadius) * (sinValue)); canvas.drawCircle(x, y, circleRadius, paint5); break; case LEFT_BALL_UP://最左邊小球往上撞擊 x = distance - (int) ((distance - circleRadius) * sinValue); y = getHeight() - distance + (int) ((distance - circleRadius) * cosValue); canvas.drawCircle(x, y, circleRadius, paint1); break; } } private void drawFourBall(Canvas canvas) { int y = getHeight() - circleRadius; canvas.drawCircle(distance + 2 * circleRadius, y, circleRadius, paint2); canvas.drawCircle(distance + 4 * circleRadius, y, circleRadius, paint3); canvas.drawCircle(distance + 6 * circleRadius, y, circleRadius, paint4); if (mCurrentState == LEFT_BALL_DOWN || mCurrentState == LEFT_BALL_UP) {//最左邊球運動的時候,要繪制最右邊的球 canvas.drawCircle(distance + 8 * circleRadius, y, circleRadius, paint5); } else if (mCurrentState == RIGHT_BALL_UP || mCurrentState == RIGHT_BALL_DOWN) {//最右邊球運動的時候,要繪制最左邊的球 canvas.drawCircle(distance, y, circleRadius, paint1); } } }
實現(xiàn)的效果如圖一,有問題的話互相討論。最后貼上想xml文件,后續(xù)會完善設(shè)置loadingview的大小和顏色之類的參數(shù)。
xml如下:
<com.define_view.LoadingView android:layout_marginTop="20px" android:background="#999999" android:layout_width="200px" android:layout_height="200px" />
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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