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Android 的漂浮动画,下雪动画

时间:2016-12-24 14:32:51      阅读:272      评论:0      收藏:0      [点我收藏+]

标签:线程   速度   save   cal   source   stars   ini   targe   tar   

因工作需要最近在研究了动画,下文的代码取自http://blog.csdn.net/tianjian4592/article/details/45157787,原文没有源码,但是博主把关键代码都给了,此人很牛,动画绘制这块文章写的很细,容易理解,建议去看下,自己稍作修改,调通,作为笔记,来解决他人思路,来实现工作需求;先看下效果:


技术分享技术分享

技术分享技术分享

1.先得了解下canvas.drawBitmap(mBitmap, mSrcRect, mDestRect, mBitPaint);

在绘制图片时,使用,参数分别,图片bitmap,绘制bitmap自己的区域,绘制bitmap在手机上显示位置区域,画笔;

mSrcRect,mDestRect都是Rect(int left, int top, int right, int bottom) 的对象;
2.思路

a.漂浮的图片,可能是小球,星星,雪花之类的,根据需求,选若干个不同小图片,先称之他们漂浮的星星;

b.根据效果,漂浮图片设置其实有关数据,像坐标,大小,透明度,移动速度进水,移动方向等;

c.然后初始化以上数据,生成批量小球,进行绘制;

d.开设个线程或handle造成定时器,来不断刷新,同时修改漂浮星星属性,

3.代码

a.定义一个继承View的类,初始化画笔,所需若干星星,设置不同速度

 private void initPaint() {
        paint = new Paint(Paint.ANTI_ALIAS_FLAG);
        // 防抖动
        paint.setDither(true);
        // 开启图像过滤
        paint.setFilterBitmap(true);
    }
/**
     * 设置动画目标,三张大小不同,样式不一,为了美观
     * init bitmap info
     */
    private void initBitmapInfo() {
        mStarOne = ((BitmapDrawable) mResources.getDrawable(R.drawable.star2)).getBitmap();
        mStarOneWidth = mStarOne.getWidth();
        mStarOneHeight = mStarOne.getHeight();

        mStarTwo = ((BitmapDrawable) mResources.getDrawable(R.drawable.star1)).getBitmap();
        mStarTwoWidth = mStarTwo.getWidth();
        mStarTwoHeight = mStarTwo.getHeight();

        mStarThree = ((BitmapDrawable) mResources.getDrawable(R.drawable.star3)).getBitmap();
        mStarThreeWidth = mStarThree.getWidth();
        mStarThreeHeight = mStarThree.getHeight();
    }
 //定义三种不同快慢的漂浮速度
    private void initData(Context context) {
        mResources = getResources();
        DisplayMetrics dm = context.getApplicationContext().getResources().getDisplayMetrics();

        mTotalWidth = dm.widthPixels;
        mTotalHeight = dm.heightPixels;
        Log.i(TAG, "mTotalWidth=" + mTotalWidth + "--1--mTotalHeight=" + mTotalHeight);
        //设置三个不同大小的速度值
        mFloatTransLowSpeed = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, 0.5f,
                mResources.getDisplayMetrics());
        mFloatTransMidSpeed = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, 0.75f,
                mResources.getDisplayMetrics());
        mFloatTransFastSpeed = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, 1f,
                mResources.getDisplayMetrics());
    }
b.初始化星星,因为在构造方法里把一些基本数据初始化结束后,接着会进行测量,我把初始化星星方法放在
onMeasure方法了

 /**
     * 初始化星星信息
     */
    private void initStarInfo() {

        StarInfo starInfo = null;
        Random random = new Random();
        for (int i = 0; i < mFloatCount; i++) {
            // 获取星星大小比例
            float starSize = getStarSize(0.4f, 0.8f);
            //小球的坐标
            float[] starLocation = STAR_LOCATION[i];
            starInfo = new StarInfo();
            // 初始化星星大小
            starInfo.sizePercent = starSize;
            // 初始化漂浮速度
            int randomSpeed = random.nextInt(3);
            switch (randomSpeed) {
                case 0:
                    starInfo.speed = mFloatTransLowSpeed;
                    break;
                case 1:
                    starInfo.speed = mFloatTransMidSpeed;
                    break;
                case 2:
                    starInfo.speed = mFloatTransFastSpeed;
                    break;
                default:
                    starInfo.speed = mFloatTransMidSpeed;
                    break;
            }
            // 初始化星星透明度
            starInfo.alpha = getStarSize(0.3f, 0.8f);
            // 初始化星星位置
            starInfo.xLocation = (int) (starLocation[0] * mTotalWidth);
            starInfo.yLocation = (int) (starLocation[1] * mTotalHeight);
            Log.i(TAG, "xLocation = " + starInfo.xLocation + "--yLocation = "
                    + starInfo.yLocation);
            Log.i(TAG, "stoneSize = " + starSize + "---stoneAlpha = "
                    + starInfo.alpha);
            // 初始化星星位置
            starInfo.direction = getStarDirection();
            mStarInfos.add(starInfo);
        }
    }
STAR_LOCATION[]数组的人为的确定星星占手机屏幕大小比例的位置,自己试过随机生成一些数据,但是有时就扎堆了,应该找个手机屏幕上随机不重复生成点坐标的算法,正在思考,有会的,给我说下,学习下

c.设置星星的移动方向,这里只是常态化的左右上下,对角线的方向,自己可以添加其他轨迹方向

 /**
     * 不同移动轨迹,除过左右上下,也可以定义其他方向,如对角线,曲线之类的
     * 初始化星星运行方向
     */
    private int getStarDirection() {
        int randomInt;
        Random random = new Random();
        if(floatTyep==100){
            randomInt = random.nextInt(3);
        }else {
            randomInt=floatTyep;
        }
        int direction = 0;
        switch (randomInt) {
            case 0:
                direction = LEFT;
                break;
            case 1:
                direction = RIGHT;
                break;
            case 2:
                direction = TOP;
                break;
            case 3:
                direction = BOTTOM;
                break;
            case 4:
                direction = FREE_POINT;
                break;
            default:
                break;
        }
        return direction;
    }
d.重复绘制时,修改小球的运动轨迹方向,添加case类型,比如一些正余弦轨迹,在手机上菱形运行,折线轨迹等;

private void resetStarFloat(StarInfo starInfo) {
        switch (starInfo.direction) {
            case LEFT:
                if (starInfo.xLocation < -20) {
                    starInfo.xLocation = mTotalWidth;
                } else {
                    starInfo.xLocation -= starInfo.speed;
                }

                break;
            case RIGHT:
                if (starInfo.xLocation > mTotalWidth+20) {
                    starInfo.xLocation = 0;
                } else {
                    starInfo.xLocation += starInfo.speed;
                }

                break;
            case TOP:
                if (starInfo.yLocation < -20) {
                    starInfo.yLocation = mTotalHeight;
                } else {
                    starInfo.yLocation -= starInfo.speed;
                }


                break;
            case BOTTOM:
                if (starInfo.yLocation > mTotalHeight+30) {
                    starInfo.yLocation = 0;
                } else {
                    starInfo.yLocation += starInfo.speed;
                }
                break;
            case FREE_POINT:

                if (starInfo.yLocation > mTotalHeight+30) {
                    starInfo.yLocation = 0;
                } else {
                    starInfo.yLocation += starInfo.speed;
                }

                if (starInfo.xLocation < -20) {
                    starInfo.xLocation = mTotalWidth;
                } else {
                    starInfo.xLocation -= starInfo.speed;
                }
                break;
            default:
                break;
        }
    }

上面的20,30是随便加的,是为了让星星跑到手机屏幕之外,再重新进入界面,否则直接运动到屏幕边界,重新开始,会闪的一下,效果不好;

e.进行绘制

 @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        for (int i = 0; i < mStarInfos.size(); i++) {
            StarInfo starInfo = mStarInfos.get(i);
            drawStarDynamic(i, starInfo, canvas, paint);
        }
    }

    private void drawStarDynamic(int count, StarInfo starInfo,
                                 Canvas canvas, Paint paint) {
        resetStarFloat(starInfo);
        float starAlpha = starInfo.alpha;
        int xLocation = starInfo.xLocation;
        int yLocation = starInfo.yLocation;
        float sizePercent = starInfo.sizePercent;

        xLocation = (int) (xLocation / sizePercent);
        yLocation = (int) (yLocation / sizePercent);

        Bitmap bitmap = null;
        Rect srcRect = null;
        Rect destRect = new Rect();

        mStarOneSrcRect = new Rect(0, 0, mStarOneWidth, mStarOneHeight);
        if (count % 3 == 0) {

            bitmap = mStarOne;
            srcRect = mStarOneSrcRect;
            destRect.set(xLocation, yLocation,
                    xLocation + mStarOneWidth, yLocation
                            + mStarOneHeight);
        } else if (count % 2 == 0) {
            bitmap = mStarThree;
            srcRect = mStarThreeSrcRect;
            destRect.set(xLocation, yLocation, xLocation
                    + mStarThreeWidth, yLocation + mStarThreeHeight);
        } else {
            bitmap = mStarTwo;
            srcRect = mStarTwoSrcRect;
            destRect.set(xLocation, yLocation, xLocation
                    + mStarTwoWidth, yLocation + mStarTwoHeight);
        }
        paint.setAlpha((int) (starAlpha * 255));

        canvas.save();
        canvas.scale(sizePercent, sizePercent);
        canvas.drawBitmap(bitmap, srcRect, destRect, paint);
        canvas.restore();

    }
f.定时重会,实现动的效果
  Handler handler=new Handler(){
        @Override
        public void handleMessage(Message msg) {
            super.handleMessage(msg);

            if(isRuning){
                postInvalidate();
                handler.sendMessageDelayed(Message.obtain(),50);
            }
        }
    };
 public void startAnimationFloat(){
        isRuning=true;
        handler.sendMessage(Message.obtain());
    }

    public void stopAnimationFloat(){
        isRuning=false;

    }
    public void restartAnimationFloat(){
        startAnimationFloat();
    }
基本就这些,然后在activity布局里使用FloatView,设置不同运动方向轨迹即可;

   protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_float);
        int typeKey = getIntent().getIntExtra("type_key", 0);
        FloatView startBtn = (FloatView) findViewById(R.id.float_btn);
        startBtn.setFloatType(FloatView.FREE_POINT);
        if(typeKey==1){
            startBtn.setFloatType(FloatView.DEFAULT_TYPE);
        }else if(typeKey==2){
            startBtn.setFloatType(FloatView.FREE_POINT);
        }else if(typeKey==3){
            startBtn.setFloatType(FloatView.TOP);
        }else if(typeKey==4){
            startBtn.setFloatType(FloatView.BOTTOM);
        }else if(typeKey==5){
            startBtn.setFloatType(FloatView.LEFT);
        }else if(typeKey==6){
            startBtn.setFloatType(FloatView.RIGHT);
        }
        startBtn.startAnimationFloat();
    }

源码

Android 的漂浮动画,下雪动画

标签:线程   速度   save   cal   source   stars   ini   targe   tar   

原文地址:http://blog.csdn.net/daitu_liang/article/details/53856766

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