Android加载动画系列——GhostLoadingAnim
有时候,我们玩一些冒险类的游戏,场景加载的时候会出现一个来回游荡的幽灵,今天就让我们来看看这个效果是怎么实现的吧~
让我们先来看看效果图:
1、GhostLoadingAnim.java源码如下:
public class GhostLoadingAnim extends View { private Paint mPaint, mPaintHand, mPaintShadow, mPaintArms; private float mWidth = 0f; private float mHeight = 0f; private RectF rectFGhost = new RectF(); private RectF rectFGhostShadow = new RectF(); private float mPadding = 0f; int mskirtH = 0; private Path path = new Path(); public GhostLoadingAnim(Context context) { this(context, null); } public GhostLoadingAnim(Context context, AttributeSet attrs) { this(context, attrs, 0); } public GhostLoadingAnim(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); initPaint(); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); mWidth = getMeasuredWidth(); mHeight = getMeasuredHeight(); mPadding = 10; mskirtH = (int) (mWidth / 40); } private void initPaint() { mPaint = new Paint(); mPaint.setAntiAlias(true); mPaint.setStyle(Paint.Style.FILL); mPaint.setColor(Color.WHITE); mPaintHand = new Paint(); mPaintHand.setAntiAlias(true); mPaintHand.setStyle(Paint.Style.FILL); mPaintHand.setColor(Color.argb(220, 0, 0, 0)); mPaintShadow = new Paint(); mPaintShadow.setAntiAlias(true); mPaintShadow.setStyle(Paint.Style.FILL); mPaintShadow.setColor(Color.argb(60, 0, 0, 0)); mPaintArms = new Paint(); mPaintArms.setAntiAlias(true); mPaintArms.setStyle(Paint.Style.FILL); mPaintArms.setStrokeWidth(8); mPaintArms.setColor(Color.argb(150, 0, 0, 0)); } private ValueAnimator valueAnimator; private float mAnimatedValue = 0.f; int onAnimationRepeatFlag = 1; @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.save(); float distance = (mWidth - 2 * mPadding) / 3 * 2 * mAnimatedValue; rectFGhost.left = mPadding + distance; rectFGhost.right = (mWidth - 2 * mPadding) / 3 + distance; float moveY = 0f; float moveYMax = mHeight / 4f / 2f; float shadowHighMax = 5f; float shadowHigh = 0f; if (mAnimatedValue <= 0.25) { moveY = (float) (moveYMax / 0.25 * mAnimatedValue); rectFGhost.top = moveY; rectFGhost.bottom = mHeight / 4 * 3 + moveY; shadowHigh = shadowHighMax / 0.25f * mAnimatedValue; } else if (mAnimatedValue > 0.25 && mAnimatedValue <= 0.5f) { moveY = (float) (moveYMax / 0.25f * (mAnimatedValue - 0.25f)); rectFGhost.top = moveYMax - moveY; rectFGhost.bottom = mHeight / 4 * 3 + moveYMax - moveY; shadowHigh = shadowHighMax - shadowHighMax / 0.25f * (mAnimatedValue - 0.25f); } else if (mAnimatedValue > 0.5 && mAnimatedValue <= 0.75f) { moveY = (float) (moveYMax / 0.25 * (mAnimatedValue - 0.5f)); rectFGhost.top = moveY; rectFGhost.bottom = mHeight / 4 * 3 + moveY; shadowHigh = shadowHighMax / 0.25f * (mAnimatedValue - 0.5f); } else if (mAnimatedValue > 0.75 && mAnimatedValue <= 1f) { moveY = (float) (moveYMax / 0.25 * (mAnimatedValue - 0.75f)); rectFGhost.top = moveYMax - moveY; rectFGhost.bottom = mHeight / 4 * 3 + moveYMax - moveY; shadowHigh = shadowHighMax - shadowHighMax / 0.25f * (mAnimatedValue - 0.75f); } rectFGhostShadow.top = mHeight - 25 + shadowHigh; rectFGhostShadow.bottom = mHeight - 5 - shadowHigh; rectFGhostShadow.left = rectFGhost.left + 5 + shadowHigh * 3; rectFGhostShadow.right = rectFGhost.right - 5 - shadowHigh * 3; drawShadow(canvas); drawHead(canvas); drawBody(canvas); drawHand(canvas); canvas.restore(); } private void drawShadow(Canvas canvas) { canvas.drawArc(rectFGhostShadow, 0, 360, false, mPaintShadow); } private void drawHead(Canvas canvas) { canvas.drawCircle(rectFGhost.left + rectFGhost.width() / 2, rectFGhost.width() / 2 + rectFGhost.top, rectFGhost.width() / 2 - 15, mPaint); } private void drawHand(Canvas canvas) { canvas.drawCircle(rectFGhost.left + rectFGhost.width() / 2 - mskirtH * 3 / 2 + mskirtH * onAnimationRepeatFlag, rectFGhost.width() / 2 + mskirtH + rectFGhost.top, mskirtH * 0.9f, mPaintHand); canvas.drawCircle(rectFGhost.left + rectFGhost.width() / 2 + mskirtH * 3 / 2 + mskirtH * onAnimationRepeatFlag, rectFGhost.width() / 2 + mskirtH + rectFGhost.top, mskirtH * 0.9f, mPaintHand); } float wspace = 10f; float hspace = 10f; private void drawBody(Canvas canvas) { path.reset(); float x = (float) ((rectFGhost.width() / 2 - 15) * Math.cos(5 * Math.PI / 180f)); float y = (float) ((rectFGhost.width() / 2 - 15) * Math.sin(5 * Math.PI / 180f)); float x2 = (float) ((rectFGhost.width() / 2 - 15) * Math.cos(175 * Math.PI / 180f)); float y2 = (float) ((rectFGhost.width() / 2 - 15) * Math.sin(175 * Math.PI / 180f)); path.moveTo(rectFGhost.left + rectFGhost.width() / 2 - x, rectFGhost.width() / 2 - y + rectFGhost.top); path.lineTo(rectFGhost.left + rectFGhost.width() / 2 - x2, rectFGhost.width() / 2 - y2 + rectFGhost.top); path.quadTo(rectFGhost.right + wspace / 2, rectFGhost.bottom, rectFGhost.right - wspace, rectFGhost.bottom - hspace); float a = mskirtH; float m = (rectFGhost.width() - 2 * wspace) / 7f; for (int i = 0; i < 7; i++) { if (i % 2 == 0) { path.quadTo(rectFGhost.right - wspace - m * i - (m / 2), rectFGhost.bottom - hspace - a, rectFGhost.right - wspace - (m * (i + 1)), rectFGhost.bottom - hspace); } else { path.quadTo(rectFGhost.right - wspace - m * i - (m / 2), rectFGhost.bottom - hspace + a, rectFGhost.right - wspace - (m * (i + 1)), rectFGhost.bottom - hspace); } } path.quadTo(rectFGhost.left - 5, rectFGhost.bottom, rectFGhost.left + rectFGhost.width() / 2 - x, rectFGhost.width() / 2 - y + rectFGhost.top); path.close(); canvas.drawPath(path, mPaint); } private ValueAnimator startViewAnim(float startF, float endF, long time) { valueAnimator = ValueAnimator.ofFloat(startF, endF); valueAnimator.setDuration(time); valueAnimator.setInterpolator(new LinearInterpolator()); valueAnimator.setRepeatCount(ValueAnimator.INFINITE); valueAnimator.setRepeatMode(ValueAnimator.RESTART); valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mAnimatedValue = (float) valueAnimator.getAnimatedValue(); invalidate(); } }); valueAnimator.addListener(new AnimatorListenerAdapter() { @Override public void onAnimationRepeat(Animator animation) { super.onAnimationRepeat(animation); onAnimationRepeatFlag = onAnimationRepeatFlag * -1; if (onAnimationRepeatFlag == -1) { wspace = 22; } else { wspace = -2; } } @Override public void onAnimationEnd(Animator animation) { super.onAnimationEnd(animation); } @Override public void onAnimationStart(Animator animation) { super.onAnimationStart(animation); } }); if (!valueAnimator.isRunning()) { wspace = -1; valueAnimator.start(); } return valueAnimator; } public void stopAnim() { if (valueAnimator != null) { clearAnimation(); valueAnimator.setRepeatCount(0); valueAnimator.cancel(); valueAnimator.end(); mAnimatedValue = 0f; wspace = 10; onAnimationRepeatFlag = 1; postInvalidate(); } } public void startAnim() { stopAnim(); startViewAnim(0f, 1f, 2500); } }
2、接着在layout布局文件中使用我们自定义的动画控件
<com.cyril.loadinganim.GhostLoadingAnim android:id="@+id/ghostloadinganim" android:layout_width="200dp" android:layout_height="120dp" />
3、然后在Activity中实现动画的播放和停止,使用事例如下:
ghostLoadingAnim = (GhostLoadingAnim) findViewById(R.id.ghostloadinganim); ghostLoadingAnim.startAnim();
4、 戳这里,小编带你去源码的下载地址:http://download.csdn.net/detail/zhimingshangyan/9582830