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Android實(shí)現(xiàn)笑臉進(jìn)度加載動(dòng)畫

瀏覽:12日期:2022-09-19 08:13:21

最近看到豆瓣的笑臉loading很有意思,看一張效果圖:

Android實(shí)現(xiàn)笑臉進(jìn)度加載動(dòng)畫

下面分析一下如何實(shí)現(xiàn)這樣的效果:

1、默認(rèn)狀態(tài)是一張笑臉的狀態(tài)(一個(gè)嘴巴,兩個(gè)眼睛,默認(rèn)狀態(tài))

2、開(kāi)始旋轉(zhuǎn),嘴巴追上眼睛(合并狀態(tài))

3、追上以后自轉(zhuǎn)一周(自轉(zhuǎn)狀態(tài))

4、然后逐漸釋放眼睛(分離狀態(tài))

5、回到初始笑臉狀態(tài)(默認(rèn)狀態(tài))

一、默認(rèn)狀態(tài)

首先需要確定好嘴巴和眼睛的初始位置,我這里的初始化嘴巴是一個(gè)半圓,在橫軸下方。眼睛分別與橫軸夾角60度,如下圖:

Android實(shí)現(xiàn)笑臉進(jìn)度加載動(dòng)畫

這兩部分可以使用pathMeasure,我這里使用最簡(jiǎn)單的兩個(gè)api:canvas.drawArc()和canvas.drawPoint()。

1、畫嘴巴

//畫起始笑臉canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false,facePaint);

這里的startAngle初始值為0,swiperAngle為180,半徑radius為40。

2、畫眼睛

(1)初始化眼睛坐標(biāo)

/** * 初始化眼睛坐標(biāo) */ private void initEyes() {//默認(rèn)兩個(gè)眼睛坐標(biāo)位置 角度轉(zhuǎn)弧度leftEyeX = (float) (-radius * Math.cos(eyeStartAngle * Math.PI / 180));leftEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));rightEyeX = (float) (radius * Math.cos(eyeStartAngle * Math.PI / 180));rightEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180)); }

注意:需要將角度轉(zhuǎn)弧度

(2)開(kāi)始畫眼睛

//畫起始眼睛 canvas.drawPoint(leftEyeX, leftEyeY, eyePaint); canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);二、合并狀態(tài)

這個(gè)狀態(tài)可以分為兩部分

嘴巴的旋轉(zhuǎn) 眼睛的旋轉(zhuǎn)1、嘴巴的旋轉(zhuǎn)

開(kāi)啟動(dòng)畫

faceLoadingAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000); faceLoadingAnimator.setInterpolator(new AccelerateDecelerateInterpolator()); faceLoadingAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) {faceValue = (float) animation.getAnimatedValue();invalidate(); }});//動(dòng)畫延遲500ms啟動(dòng)faceLoadingAnimator.setStartDelay(200);faceLoadingAnimator.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) {//恢復(fù)起始狀態(tài)currentStatus = smileStatus; } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { }});

動(dòng)畫執(zhí)行時(shí)間1s,記錄動(dòng)畫當(dāng)前執(zhí)行進(jìn)度值,存放在faceValue中。當(dāng)動(dòng)畫執(zhí)行結(jié)束的時(shí)候,需要將狀態(tài)恢復(fù)到默認(rèn)狀態(tài),調(diào)用invalidate的時(shí)候,進(jìn)入onDraw()方法,開(kāi)始重新繪制嘴巴。

//記錄時(shí)刻的旋轉(zhuǎn)角度startAngle = faceValue * 360;//追上右邊眼睛if (startAngle >= 120 + startAngle / 2) { canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false, facePaint); //開(kāi)始自轉(zhuǎn)一圈 mHandler.sendEmptyMessage(2); //此時(shí)記錄自轉(zhuǎn)一圈起始的角度 circleStartAngle = 120 + startAngle / 2;} else { //追眼睛的過(guò)程 canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false, facePaint);}

這里的每次旋轉(zhuǎn)角度為startAngle。當(dāng)完全追趕上右側(cè)眼睛的時(shí)候,開(kāi)始執(zhí)行自轉(zhuǎn)一周,并停止當(dāng)前動(dòng)畫。

2、眼睛的旋轉(zhuǎn)

眼睛的開(kāi)始旋轉(zhuǎn)速度明顯是慢于嘴巴的旋轉(zhuǎn)速度,所以每次的旋轉(zhuǎn)速度可以設(shè)置為嘴巴的一半

//畫左邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的一半,這樣笑臉才能追上眼睛 leftEyeX = (float) (-radius * Math.cos((60 + startAngle / 2) * Math.PI / 180)); leftEyeY = (float) (-radius * Math.sin((60 + startAngle / 2) * Math.PI / 180)); canvas.drawPoint(leftEyeX, leftEyeY, eyePaint); //畫右邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的一半,這樣笑臉才能追上眼睛 rightEyeX = (float) (radius * Math.cos((60 - startAngle / 2) * Math.PI / 180)); rightEyeY = (float) (-radius * Math.sin((60 - startAngle / 2) * Math.PI / 180)); canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);三、自轉(zhuǎn)狀態(tài)1、開(kāi)啟動(dòng)畫

circleAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);circleAnimator.setInterpolator(new LinearInterpolator());circleAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) {circleValue = (float) animation.getAnimatedValue();invalidate(); }});circleAnimator.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) {mHandler.sendEmptyMessage(3); } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { }});2、重新繪制

canvas.drawArc(-radius, -radius, radius, radius,circleStartAngle + circleValue * 360,swipeAngle, false, facePaint);四、分離狀態(tài)

主要的注意點(diǎn)就是眼睛的旋轉(zhuǎn)角度設(shè)置為嘴巴旋轉(zhuǎn)角度的2倍,這樣才會(huì)達(dá)到眼睛超過(guò)嘴巴的效果,主要的旋轉(zhuǎn)代碼如下:

startAngle = faceValue * 360;//判斷當(dāng)前笑臉的起點(diǎn)是否已經(jīng)走過(guò)260度 (吐出眼睛的角度,角度可以任意設(shè)置)if (startAngle >= splitAngle) { //畫左邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的2倍,這樣眼睛才能快于笑臉旋轉(zhuǎn)速度 leftEyeX = (float) (-radius * Math.cos((eyeStartAngle + startAngle * 2) * Math.PI / 180)); leftEyeY = (float) (-radius * Math.sin((eyeStartAngle + startAngle * 2) * Math.PI / 180)); canvas.drawPoint(leftEyeX, leftEyeY, eyePaint); //畫右邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的2倍,這樣眼睛才能快于笑臉旋轉(zhuǎn)速度 rightEyeX = (float) (radius * Math.cos((eyeStartAngle - startAngle * 2) * Math.PI / 180)); rightEyeY = (float) (-radius * Math.sin((eyeStartAngle - startAngle * 2) * Math.PI / 180)); canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);}//畫笑臉canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle,false, facePaint);最后附上完整代碼

public class FaceView2 extends View { //圓弧半徑 private int radius = 40; //圓弧畫筆寬度 private float paintWidth = 15; //笑臉狀態(tài)(一個(gè)臉,兩個(gè)眼睛) private final int smileStatus = 0; //加載狀態(tài) 合并眼睛,旋轉(zhuǎn) private final int loadingStatus = 1; //合并完成 轉(zhuǎn)一圈 private final int circleStatus = 2; //轉(zhuǎn)圈完成 吐出眼睛 private final int splitStatus = 3; //當(dāng)前狀態(tài) private int currentStatus = smileStatus; //笑臉畫筆 private Paint facePaint; //眼睛畫筆 private Paint eyePaint; //笑臉開(kāi)始角度 private float startAngle; //笑臉弧度 private float swipeAngle; //左側(cè)眼睛起點(diǎn)x軸坐標(biāo) private float leftEyeX = 0; //左側(cè)眼睛起點(diǎn)y軸坐標(biāo) private float leftEyeY = 0; //右側(cè)眼睛起點(diǎn)x軸坐標(biāo) private float rightEyeX; //右側(cè)眼睛起點(diǎn)y軸坐標(biāo) private float rightEyeY; //一開(kāi)始默認(rèn)狀態(tài)笑臉轉(zhuǎn)圈動(dòng)畫 private ValueAnimator faceLoadingAnimator; //吞并完成后,自轉(zhuǎn)一圈動(dòng)畫 private ValueAnimator circleAnimator; //faceLoadingAnimator動(dòng)畫進(jìn)度值 private float faceValue; //circleAnimator動(dòng)畫進(jìn)度值 private float circleValue; //記錄開(kāi)始自轉(zhuǎn)一圈的起始角度 private float circleStartAngle; //吐出眼睛的角度 private float splitAngle; private float initStartAngle; //眼睛起始角度 private float eyeStartAngle = 60; public FaceView2(Context context) {this(context, null); } public FaceView2(Context context, AttributeSet attrs) {this(context, attrs, 0); } public FaceView2(Context context, AttributeSet attrs, int defStyleAttr) {super(context, attrs, defStyleAttr);//自定義屬性TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.FaceView2,defStyleAttr, 0);initStartAngle = typedArray.getFloat(R.styleable.FaceView2_startAngle, 0);swipeAngle = typedArray.getFloat(R.styleable.FaceView2_swipeAngle, 180);splitAngle = typedArray.getFloat(R.styleable.FaceView2_splitAngle, 260);typedArray.recycle();startAngle = initStartAngle;eyeStartAngle += startAngle;initEyes();initPaint();//開(kāi)始默認(rèn)動(dòng)畫initAnimator(); } /** * 初始化畫筆 */ private void initPaint() {//初始化畫筆facePaint = new Paint();facePaint.setStrokeWidth(paintWidth);facePaint.setColor(Color.RED);facePaint.setAntiAlias(true);facePaint.setStyle(Paint.Style.STROKE);facePaint.setStrokeCap(Paint.Cap.ROUND);eyePaint = new Paint();eyePaint.setStrokeWidth(paintWidth);eyePaint.setColor(Color.RED);eyePaint.setAntiAlias(true);eyePaint.setStyle(Paint.Style.STROKE);eyePaint.setStrokeCap(Paint.Cap.ROUND); } /** * 初始化眼睛坐標(biāo) */ private void initEyes() {//默認(rèn)兩個(gè)眼睛坐標(biāo)位置 角度轉(zhuǎn)弧度leftEyeX = (float) (-radius * Math.cos(eyeStartAngle * Math.PI / 180));leftEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));rightEyeX = (float) (radius * Math.cos(eyeStartAngle * Math.PI / 180));rightEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180)); } private Handler mHandler = new Handler(new Handler.Callback() {@RequiresApi(api = Build.VERSION_CODES.KITKAT)@Overridepublic boolean handleMessage(Message msg) { switch (msg.what) {case 1: //啟動(dòng)一開(kāi)始笑臉轉(zhuǎn)圈動(dòng)畫,并且開(kāi)始合并眼睛 currentStatus = loadingStatus; faceLoadingAnimator.start(); break;case 2: //暫停眼睛和笑臉動(dòng)畫 currentStatus = circleStatus; faceLoadingAnimator.pause(); //啟動(dòng)笑臉自轉(zhuǎn)一圈動(dòng)畫 circleAnimator.start(); break;case 3: //恢復(fù)笑臉轉(zhuǎn)圈動(dòng)畫,并且開(kāi)始分離眼睛 currentStatus = splitStatus; circleAnimator.cancel(); faceLoadingAnimator.resume(); invalidate(); break; } return false;} }); @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP) @Override protected void onDraw(Canvas canvas) {super.onDraw(canvas);//畫布移到中間canvas.translate(getWidth() / 2, getHeight() / 2);switch (currentStatus) { //起始狀態(tài) case smileStatus://起始角度為0startAngle = initStartAngle;//畫起始笑臉canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false,facePaint);//重置起始眼睛坐標(biāo)initEyes();//畫起始眼睛canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);//更改狀態(tài),進(jìn)行笑臉合并眼睛mHandler.sendEmptyMessage(1);break; //合并狀態(tài) case loadingStatus://記錄時(shí)刻的旋轉(zhuǎn)角度startAngle = faceValue * 360;//追上右邊眼睛if (startAngle >= 120 + startAngle / 2) { canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false, facePaint); //開(kāi)始自轉(zhuǎn)一圈 mHandler.sendEmptyMessage(2); //此時(shí)記錄自轉(zhuǎn)一圈起始的角度 circleStartAngle = 120 + startAngle / 2;} else { //追眼睛的過(guò)程 canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false, facePaint);}//畫左邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的一半,這樣笑臉才能追上眼睛leftEyeX = (float) (-radius * Math.cos((60 + startAngle / 2) * Math.PI / 180));leftEyeY = (float) (-radius * Math.sin((60 + startAngle / 2) * Math.PI / 180));canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);//畫右邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的一半,這樣笑臉才能追上眼睛rightEyeX = (float) (radius * Math.cos((60 - startAngle / 2) * Math.PI / 180));rightEyeY = (float) (-radius * Math.sin((60 - startAngle / 2) * Math.PI / 180));canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);break; //自轉(zhuǎn)一圈狀態(tài) circleValue * 360 為旋轉(zhuǎn)角度 case circleStatus:canvas.drawArc(-radius, -radius, radius, radius,circleStartAngle + circleValue * 360,swipeAngle, false, facePaint);break; //笑臉眼睛分離狀態(tài) case splitStatus:startAngle = faceValue * 360;//判斷當(dāng)前笑臉的起點(diǎn)是否已經(jīng)走過(guò)260度 (吐出眼睛的角度,角度可以任意設(shè)置)if (startAngle >= splitAngle) { //畫左邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的2倍,這樣眼睛才能快于笑臉旋轉(zhuǎn)速度 leftEyeX = (float) (-radius * Math.cos((eyeStartAngle + startAngle * 2) * Math.PI / 180)); leftEyeY = (float) (-radius * Math.sin((eyeStartAngle + startAngle * 2) * Math.PI / 180)); canvas.drawPoint(leftEyeX, leftEyeY, eyePaint); //畫右邊眼睛 ,旋轉(zhuǎn)的角度設(shè)置為笑臉旋轉(zhuǎn)角度的2倍,這樣眼睛才能快于笑臉旋轉(zhuǎn)速度 rightEyeX = (float) (radius * Math.cos((eyeStartAngle - startAngle * 2) * Math.PI / 180)); rightEyeY = (float) (-radius * Math.sin((eyeStartAngle - startAngle * 2) * Math.PI / 180)); canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);}//畫笑臉canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle,false, facePaint);break;} } /** * 初始化動(dòng)畫 */ private void initAnimator() {faceLoadingAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);faceLoadingAnimator.setInterpolator(new AccelerateDecelerateInterpolator());faceLoadingAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) {faceValue = (float) animation.getAnimatedValue();invalidate(); }});//動(dòng)畫延遲500ms啟動(dòng)faceLoadingAnimator.setStartDelay(200);faceLoadingAnimator.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) {//恢復(fù)起始狀態(tài)currentStatus = smileStatus; } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { }});circleAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);circleAnimator.setInterpolator(new LinearInterpolator());circleAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) {circleValue = (float) animation.getAnimatedValue();invalidate(); }});circleAnimator.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) {mHandler.sendEmptyMessage(3); } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { }}); }}

自定義屬性

<declare-styleable name='FaceView2'><attr name='startAngle' format='dimension' /><attr name='swipeAngle' format='dimension' /><attr name='splitAngle' format='dimension' /></declare-styleable>

布局文件中使用

<com.example.viewdemo.FaceView2 android:layout_width='match_parent' android:layout_height='match_parent'/>

完整代碼都在上面啦.

到這里就結(jié)束啦.

以上就是Android實(shí)現(xiàn)笑臉進(jìn)度加載動(dòng)畫的詳細(xì)內(nèi)容,更多關(guān)于Android 笑臉進(jìn)度加載的資料請(qǐng)關(guān)注好吧啦網(wǎng)其它相關(guān)文章!

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