Android自定義View實現(xiàn)氣泡動畫
更新時間:2021年04月23日 17:22:54 作者:JJJJiangYH
這篇文章主要為大家詳細介紹了Android自定義View實現(xiàn)氣泡動畫,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了Android自定義View實現(xiàn)氣泡動畫的具體代碼,供大家參考,具體內容如下
一、前言
最近有需求制作一個水壺的氣泡動畫,首先在網上查找了一番,找到了一個文章:Android實現(xiàn)氣泡動畫
測試了一下發(fā)現(xiàn),如果把它作為子視圖的話,會出現(xiàn)小球溢出邊界的情況。所以簡單的修改了一下。
二、代碼
1. 隨機移動的氣泡
Ball類
/** * @author jiang yuhang * @date 2021-04-18 19:57 */ class Ball { // 半徑 @kotlin.jvm.JvmField var radius = 0 // 圓心 @kotlin.jvm.JvmField var cx = 0f // 圓心 @kotlin.jvm.JvmField var cy = 0f // X軸速度 @kotlin.jvm.JvmField var vx = 0f // Y軸速度 @kotlin.jvm.JvmField var vy = 0f @kotlin.jvm.JvmField var paint: Paint? = null // 移動 fun move() { //向角度的方向移動,偏移圓心 cx += vx cy += vy } fun left(): Int { return (cx - radius).toInt() } fun right(): Int { return (cx + radius).toInt() } fun bottom(): Int { return (cy + radius).toInt() } fun top(): Int { return (cy - radius).toInt() } }
BallView類
/** * @author jiang yuhang * @date 2021-04-18 19:53 */ public class BallView extends View { private final Random mRandom; private final int mCount = 5; // 小球個數 private final int minSpeed = 5; // 小球最小移動速度 private final int maxSpeed = 20; // 小球最大移動速度 public Ball[] mBalls; // 用來保存所有小球的數組 private int maxRadius; // 小球最大半徑 private int minRadius; // 小球最小半徑 private int mWidth = 200; private int mHeight = 200; public BallView(final Context context, final AttributeSet attrs) { super(context, attrs); // 初始化所有球(設置顏色和畫筆, 初始化移動的角度) this.mRandom = new Random(); final RandomColor randomColor = new RandomColor(); // 隨機生成好看的顏色,github開源庫。 this.mBalls = new Ball[this.mCount]; for (int i = 0; i < this.mCount; i++) { this.mBalls[i] = new Ball(); // 設置畫筆 final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(randomColor.randomColor()); paint.setStyle(Paint.Style.FILL); paint.setAlpha(180); paint.setStrokeWidth(0); // 設置速度 final float speedX = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; final float speedY = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; this.mBalls[i].paint = paint; this.mBalls[i].vx = this.mRandom.nextBoolean() ? speedX : -speedX; this.mBalls[i].vy = this.mRandom.nextBoolean() ? speedY : -speedY; } } @Override protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); this.mWidth = View.resolveSize(this.mWidth, widthMeasureSpec); this.mHeight = View.resolveSize(this.mHeight, heightMeasureSpec); this.setMeasuredDimension(this.mWidth, this.mHeight); this.maxRadius = this.mWidth / 12; this.minRadius = this.maxRadius / 2; // 初始化圓的半徑和圓心 for (Ball mBall : this.mBalls) { mBall.radius = this.mRandom.nextInt(this.maxRadius + 1 - this.minRadius) + this.minRadius; // 初始化圓心的位置, x最小為 radius, 最大為mwidth- radius mBall.cx = this.mRandom.nextInt(this.mWidth - mBall.radius) + mBall.radius; mBall.cy = this.mRandom.nextInt(this.mHeight - mBall.radius) + mBall.radius; } } @Override protected void onDraw(final Canvas canvas) { final long startTime = System.currentTimeMillis(); // 先畫出所有圓 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; canvas.drawCircle(ball.cx, ball.cy, ball.radius, ball.paint); } // 球碰撞邊界 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; this.collisionDetectingAndChangeSpeed(ball); // 碰撞邊界的計算 ball.move(); // 移動 } final long stopTime = System.currentTimeMillis(); final long runTime = stopTime - startTime; // 16毫秒執(zhí)行一次 this.postInvalidateDelayed(Math.abs(runTime - 16)); } // 判斷球是否碰撞碰撞邊界 public void collisionDetectingAndChangeSpeed(final Ball ball) { final int left = 0; final int top = 0; final int right = this.mWidth; final int bottom = this.mHeight; final float speedX = ball.vx; final float speedY = ball.vy; // 碰撞左右,X的速度取反。 speed的判斷是防止重復檢測碰撞,然后黏在墻上了=。= if (ball.left() <= left && speedX < 0) { ball.vx = -ball.vx; } else if (ball.top() <= top && speedY < 0) { ball.vy = -ball.vy; } else if (ball.right() >= right && speedX > 0) { ball.vx = -ball.vx; } else if (ball.bottom() >= bottom && speedY > 0) { ball.vy = -ball.vy; } } }
2.熱水氣泡
/** * @author jiang yuhang * @date 2021-04-18 19:57 */ class Ball { // 半徑 @kotlin.jvm.JvmField var radius = 0 // 圓心 @kotlin.jvm.JvmField var cx = 0f // 圓心 @kotlin.jvm.JvmField var cy = 0f // X軸速度 @kotlin.jvm.JvmField var vx = 0f // Y軸速度 @kotlin.jvm.JvmField var vy = 0f @kotlin.jvm.JvmField var paint: Paint? = null // 移動 fun move() { //向角度的方向移動,偏移圓心 cx += vx cy += vy } fun left(): Int { return (cx - radius).toInt() } fun right(): Int { return (cx + radius).toInt() } fun bottom(): Int { return (cy + radius).toInt() } fun top(): Int { return (cy - radius).toInt() } }
/** * @author jiang yuhang * @date 2021-04-18 19:53 */ public class BallView extends View { final RandomColor randomColor = new RandomColor(); // 隨機生成好看的顏色,github開源庫。 private final Random mRandom = new Random(); private final int mCount = 5; // 小球個數 private final int minSpeed = 5; // 小球最小移動速度 private final int maxSpeed = 15; // 小球最大移動速度 public Ball[] mBalls = new Ball[this.mCount]; // 用來保存所有小球的數組 private int maxRadius; // 小球最大半徑 private int minRadius; // 小球最小半徑 private int mWidth = 200; private int mHeight = 200; public BallView(final Context context, final AttributeSet attrs) { super(context, attrs); } @Override protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); this.mWidth = View.resolveSize(this.mWidth, widthMeasureSpec); this.mHeight = View.resolveSize(this.mHeight, heightMeasureSpec); this.setMeasuredDimension(this.mWidth, this.mHeight); this.maxRadius = this.mWidth / 12; this.minRadius = this.maxRadius / 2; // 初始化所有球(設置顏色和畫筆, 初始化移動的角度) for (int i = 0; i < mBalls.length; i++) { this.mBalls[i] = getRandomBall(); } } private Ball getRandomBall() { Ball mBall = new Ball(); // 設置畫筆 setRandomBall(mBall); return mBall; } private void setRandomBall(Ball ball) { // 設置畫筆 final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(randomColor.randomColor()); paint.setStyle(Paint.Style.FILL); paint.setAlpha(180); paint.setStrokeWidth(0); ball.paint = paint; // 設置速度 final float speedX = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; final float speedY = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; ball.vx = this.mRandom.nextBoolean() ? speedX : -speedX; ball.vy = -speedY; ball.radius = mRandom.nextInt(maxRadius + 1 - minRadius) + minRadius; ball.cx = mRandom.nextInt(mWidth - ball.radius) + ball.radius; ball.cy = mHeight - ball.radius; } @Override protected void onDraw(final Canvas canvas) { final long startTime = System.currentTimeMillis(); // 先畫出所有圓 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; canvas.drawCircle(ball.cx, ball.cy, ball.radius, ball.paint); } // 球碰撞邊界 for (int i = 0; i < this.mCount; i++) { collisionDetectingAndChangeSpeed(mBalls[i]); // 碰撞邊界的計算 mBalls[i].move(); // 移動 } final long stopTime = System.currentTimeMillis(); final long runTime = stopTime - startTime; // 16毫秒執(zhí)行一次 this.postInvalidateDelayed(Math.abs(runTime - 16)); } // 判斷球是否碰撞碰撞邊界 public void collisionDetectingAndChangeSpeed(Ball ball) { final int left = 0; final int top = 0; final int right = this.mWidth; final int bottom = this.mHeight; final float speedX = ball.vx; final float speedY = ball.vy; // 碰撞左右,X的速度取反。 speed的判斷是防止重復檢測碰撞,然后黏在墻上了=。= if (ball.left() <= left && speedX < 0) { ball.vx = -ball.vx; } else if (ball.top() <= top && speedY < 0) { setRandomBall(ball); } else if (ball.right() >= right && speedX > 0) { ball.vx = -ball.vx; } } }
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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