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摘要
今日用compose来构建一个气泡上升粘连动画和水滴下坠动画,Github源码点击这里,欢迎大家star。原文链接☞
知识点
- compose动画
- 贝塞尔曲线
- 缓动函数
- compose canvas
解析
- compose动画运用
updateTransition
,理由是:-
updateTransition
能够办理多个动画作为子项,而且能够在多个状况间同时运转 - 这个动画恰巧需求保护两个状况,自定义状况数据Circle和Bubble
-
- 贝塞尔曲线,两个动画球之前的粘连作用运用贝塞尔曲线达成,现在android供给了二阶和三阶的贝塞尔曲线,在此处作动画够用了
- ==缓动函数==
- 动画当然是越接近实际中的物理规则越好看
- ++缓动函数++自定义参数随时刻变化的规律,特定的缓动函数有助于动画的良好构建
- compose中供给了Easing来做差值器,常见的有:compose内置的EaseIN
- 一切作用都由canvas画出,便是一些首要的canvas的api的熟练度问题
代码实现
其实这种动画在工程实装的时候,比较费事的一个点便是状况的办理,或许会写不少的代码用来保护以及表示当时动画的状况。
运用updateTransition
这个api的好处便是能够借用它的参数targetState来帮我们办理保护当时动画的状况。
val transition = updateTransition(targetState = currentState, label = "Water")
val durationMillis = 1111
val progress by transition.animateFloat(label = "Water", transitionSpec = {
when {
WaterState.Circle isTransitioningTo WaterState.Bubble ->
TweenSpec(durationMillis = durationMillis, easing = EaseOutBounce)
else -> TweenSpec(durationMillis = durationMillis, easing = EaseOutExpo)
}
}) {
when (it) {
WaterState.Bubble -> 1f
WaterState.Circle -> -0.2f
}
}
在这段代码里我们保护了两个状况,而且在不同的状况切换间运用了不同的transitionSpec
动画制作
结构
两种状况下的动画结构都是共同的,跟qq的粘连小球动画结构相同,两个圆形以及中心联结的两段贝塞尔曲线
circle to bubble
val fixCircleCenterX = centerX
val fixCircleCenterY = centerY
val currentCircleRadius = pointRadius * (1f - linearProgress)
drawCircle(
color = pointColor,
radius = currentCircleRadius,
center = Offset(x = fixCircleCenterX, y = fixCircleCenterY)
)
val bubbleCenterX = centerX
val currentDist = gap * linearProgress * 1.25f
val bubbleCenterY = fixCircleCenterY - currentDist
val linearChangeBubbleCenterY = fixCircleCenterY - gap * linearProgress * 1.25f
val iAnchorX = bubbleCenterX
val iAnchorY = (fixCircleCenterY + linearChangeBubbleCenterY) * 0.5f
val linearChangedBubbleRadius = pointRadius + (bubbleRadius - pointRadius) * linearProgress
val currentBubbleRadius = pointRadius + (bubbleRadius - pointRadius) * progress
val angel = 30.0
val iBubStartX = bubbleCenterX + currentBubbleRadius * cos(angel * Math.PI / 180).toFloat()
val iBubStartY = bubbleCenterY + currentBubbleRadius * sin(angel * Math.PI / 180).toFloat()
val iBubEndX = bubbleCenterX + currentBubbleRadius * cos((180 - angel) * Math.PI / 180).toFloat()
val iBubEndY = bubbleCenterY + currentBubbleRadius * sin((180 - angel) * Math.PI / 180).toFloat()
val circleAngel = -angel
val iFixCircleStartX = fixCircleCenterX + currentCircleRadius * cos(circleAngel * Math.PI / 180).toFloat()
val iFixCircleStartY = fixCircleCenterY + currentCircleRadius * sin(circleAngel * Math.PI / 180).toFloat()
val iFixCircleEndX = fixCircleCenterX + currentCircleRadius * cos((180 - circleAngel) * Math.PI / 180).toFloat()
val iFixCircleEndY = fixCircleCenterY + currentCircleRadius * sin((180 - circleAngel) * Math.PI / 180).toFloat()
path.reset()
path.moveTo(iBubStartX, iBubStartY)
path.quadraticBezierTo(iAnchorX, iAnchorY, iFixCircleStartX, iFixCircleStartY)
path.lineTo(iFixCircleEndX, iFixCircleEndY)
path.quadraticBezierTo(iAnchorX, iAnchorY, iBubEndX, iBubEndY)
path.close()
drawPath(path = path, color = pointColor)
drawOval(
color = pointColor, topLeft = Offset(bubbleCenterX - linearChangedBubbleRadius, linearChangeBubbleCenterY - linearChangedBubbleRadius),
size = Size(linearChangedBubbleRadius * 2, currentBubbleRadius * 2)
)
用drawOval
画椭圆的api来画圆形,首要是为了实现动画结尾圆形在y轴上的形变,剩下的bubble to circle的动画与上面相似。
源代码链接
欢迎大家留言讨论star