标签:
这些例子都是CABasicAnimation的一些简单实现的动画,例如移动、透明度、翻转等等。方法里面传入一个CALayer类或者子类就可以了。
下面是用swift实现的,这些方法我们也可以用作公共类来调用:
//移动动画position func addLayerAnimationPosition(layer: CALayer) { let animation = CABasicAnimation(keyPath: "position") //开始的位置 animation.fromValue = NSValue(CGPoint: layer.position) //移动到的位置 animation.toValue = NSValue(CGPoint: CGPointMake(120, 200)) //持续时间 animation.duration = 3 //运动后的位置保持不变(layer的最后位置是toValue) animation.removedOnCompletion = false animation.fillMode = kCAFillModeForwards //添加动画 layer.addAnimation(animation, forKey: "addLayerAnimationPosition") } //透明度 opacity func addLayerAnimationOpacity(layer: CALayer) { let animation = CABasicAnimation(keyPath: "opacity") animation.fromValue = 1 animation.toValue = 0 animation.duration = 3 layer.addAnimation(animation, forKey: "addLayerAnimationOpacity") } //变大与位置 bounds func addLayerAnimationBounds(layer:CALayer) { let animation = CABasicAnimation(keyPath: "bounds") animation.toValue = NSValue(CGRect:CGRectMake(130, 200, 140, 140)) animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBounds") } //由小变大 bounds.size func addLayerAnimationBoundsSize(layer:CALayer) { let animation = CABasicAnimation(keyPath: "bounds.size") animation.fromValue = NSValue(CGSize: layer.bounds.size) animation.toValue = NSValue(CGSize:CGSizeMake(layer.bounds.size.width+20, layer.bounds.size.height+20)) animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBoundsSize") } //改变颜色 backgroundColor func addLayerAnimationBackgroundColor(layer:CALayer) { let animation = CABasicAnimation(keyPath: "backgroundColor") animation.toValue = UIColor.blueColor().CGColor animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationMargin") } //渐变圆角 cornerRadius func addLayerAnimationCornerRadius(layer:CALayer) { let animation = CABasicAnimation(keyPath: "cornerRadius") animation.toValue = 30 animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationCornerRadius") } //改变边框border的大小(图形周围边框,border默认为黑色), borderWidth func addLayerAnimationBorderWidth(layer:CALayer) { let animation = CABasicAnimation(keyPath: "borderWidth") animation.toValue = 10 animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBorderWidth") } //改变layer内容(图片),注意如果想要达到改变内容的动画效果,首先在运行动画之前定义好layer的contents contents func addLayerAnimationContents(layer:CALayer) { let animation = CABasicAnimation(keyPath: "contents") let toImage = UIImage.init(named: "通车辆设计矢量素材-06.png")?.CGImage animation.toValue = toImage animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBounds") } //缩放、放大 transform.scale func addLayerAnimationTransformScale(layer:CALayer) { let animation = CABasicAnimation(keyPath: "transform.scale") //开始时的倍率 animation.fromValue = 1.0 //结束时的倍率 animation.toValue = 0.5 animation.duration = 3 animation.repeatCount = 1 animation.autoreverses = true layer.addAnimation(animation, forKey: "addLayerAnimationScale") } //旋转动画(翻转,沿着X轴) transform.rotation.x func addLayerAnimationTranformRotationX(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.x") //旋转180度 = PI animation.toValue = M_PI animation.duration = 3 animation.repeatCount = 1 //这里我们可以添加可以不添加,添加一个缓慢进出的动画效果(int/out)。当不添加时,匀速运动,会使用kCAMediaTimingFunctionLinear;当添加时,layer会在开始和结束时比较缓慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationX") } //旋转动画(翻转,沿着Y轴) transform.rotation.y func addLayerAnimationTranformRotationY(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.y") //旋转180度 = PI animation.toValue = M_PI animation.duration = 3 animation.repeatCount = 1 //这里我们可以添加可以不添加,添加一个缓慢进出的动画效果(int/out)。当不添加时,匀速运动,会使用kCAMediaTimingFunctionLinear;当添加时,layer会在开始和结束时比较缓慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationY") } //旋转动画(沿着Z轴) transform.rotation.z func addLayerAnimationTranformRotationZ(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.z") //旋转360度 = PI*2 animation.toValue = M_PI*2 animation.duration = 3 animation.repeatCount = 1 //这里我们可以添加可以不添加,添加一个缓慢进出的动画效果(int/out)。当不添加时,匀速运动,会使用kCAMediaTimingFunctionLinear;当添加时,layer会在开始和结束时比较缓慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationZ") } //横向移动(沿着X轴) transform.translation.x func addLayerAnimationTranformTranslationX(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.translation.x") animation.toValue = 20 animation.duration = 3 animation.repeatCount = 1 //这里我们可以添加可以不添加,添加一个缓慢进出的动画效果(int/out)。当不添加时,匀速运动,会使用kCAMediaTimingFunctionLinear;当添加时,layer会在开始和结束时比较缓慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformTranslationX") } //纵向移动(沿着Y轴) transform.translation.y func addLayerAnimationTranformTranslationY(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.translation.y") animation.toValue = 20 animation.duration = 3 animation.repeatCount = 1 //这里我们可以添加可以不添加,添加一个缓慢进出的动画效果(int/out)。当不添加时,匀速运动,会使用kCAMediaTimingFunctionLinear;当添加时,layer会在开始和结束时比较缓慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformTranslationY") }
如果我们只要看keypath的值,我们可以看到下面文章
http://www.cnblogs.com/alunchen/p/5300075.html
IOS Animation-CABasicAnimation例子(简单动画实现)
标签:
原文地址:http://www.cnblogs.com/alunchen/p/5373820.html