ios动画

2018-10-24  本文已影响0人  果然小行家

_lable = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];

    _lable.text = @"果然小行家";

    _lable.textAlignment = 1;

    _lable.center = self.view.center;

    _lable.textColor = [UIColor redColor];

    _lable.layer.cornerRadius = 50;

    _lable.layer.backgroundColor = [UIColor cyanColor].CGColor;

    [self.view addSubview:_lable];

//    UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];

//    button.frame = CGRectMake(100, 100, 60, 40);

//    [button setTitle:@"暂停" forState:0];//实现动画的暂停

//    [button setTitleColor:[UIColor redColor] forState:0];

//    [button addTarget:self action:@selector(handleButton:) forControlEvents:UIControlEventTouchUpInside];

//    [self.view addSubview:button];

//

//    UIButton *resumeButton = [UIButton buttonWithType:UIButtonTypeCustom];

//    [resumeButton setTitle:@"重启" forState:0];

//    [resumeButton setTitleColor:[UIColor blueColor] forState:0];

//    resumeButton.frame = CGRectMake(200, 100, 60, 40);

//    [resumeButton addTarget:self action:@selector(handleResumeBtn:) forControlEvents:UIControlEventTouchUpInside];

//    [self.view addSubview:resumeButton];

 一   //通过定时器实现旋转------------旋转

//    _timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(actionTimer:) userInfo:nil repeats:YES];

//    [[NSRunLoop currentRunLoop] addTimer:_timer forMode:NSDefaultRunLoopMode];

//    [_timer fire];

二    //实现位置的移动

//    CABasicAnimation *animal = [CABasicAnimation animationWithKeyPath:@"transform"];

//    CATransform3D form = CATransform3DMakeTranslation(-350, -100, 0);//控制位置

//    animal.toValue = [NSValue valueWithCATransform3D:form];

//    animal.duration = 1;

//    animal.removedOnCompletion = NO;

//    animal.fillMode = kCAFillModeForwards;

//    [_lable.layer addAnimation:animal forKey:nil];

三    //大小  实现大小的变化

//    CABasicAnimation *animal = [CABasicAnimation animationWithKeyPath:@"transform"];

//    CATransform3D form = CATransform3DMakeScale(1.2, 1.2, 1);

//    animal.toValue = [NSValue valueWithCATransform3D:form];

//    animal.duration = 0.5;

//    animal.repeatCount = MAXFLOAT;

//    animal.autoreverses = YES;

//    [_lable.layer addAnimation:animal forKey:nil];

四    //实现大小、位置的变化通过bounds、position来实现

  /*

    //bounds

//    CABasicAnimation *animal = [CABasicAnimation animationWithKeyPath:@"bounds"];

//    animal.duration = 2;

//    animal.toValue = [NSValue valueWithCGRect:CGRectMake(-200, 0, 10, 10)];

//    [_lable.layer addAnimation:animal forKey:nil];

五     //position

//    CABasicAnimation *animal = [CABasicAnimation animationWithKeyPath:@"position"];

//    animal.toValue = [NSValue valueWithCGPoint:CGPointMake(250, 500)];

//    //取消反弹

//    animal.removedOnCompletion = NO;

//    animal.duration = 1.5;

//    animal.repeatCount = 3;

//    animal.fillMode = kCAFillModeForwards;

//    [_lable.layer addAnimation:animal forKey:nil];

    */

    六                /****** CAKeyframeAnimation--->关键帧动画 ****/

    //多步动画  来回晃动的动画效果

//    CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position.x"];

//    animation.values = @[@0, @50, @-10, @50, @0];

//    //设置每一帧执行的时间长短 这个的取值为0-1,代表占用时间的比例

//    animation.keyTimes = @[@0, @(1 / 6.0), @(3 / 6.0), @(5 / 6.0), @1];

//    animation.duration = 1;

////    animation.repeatCount = 10;

//    animation.repeatCount = 10000;

//    //设置帧的中间值如何计算

//    animation.calculationMode = kCAAnimationPaced;

//    //additive 这个属性确定动画执行的状态是否叠加在控件的原状态上

//    //默认设置为NO,如果我们执行两次位置移动的动画,会从同一位置执行两次

//    //如果设置为YES,则会在第一次执行的基础上执行第二次动画

//    animation.additive = YES;

//    [_lable.layer addAnimation:animation forKey:nil];

//    _lable.layer.zPosition = 1;

七    //位置

    //沿贝塞尔曲线的动画

    //这个方法将创建椭圆形路径

    //              实现一个控件围绕一个点转圈的效果

//    CGRect boundingRect = CGRectMake(-40, 0, 100, 100);

//    UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:boundingRect cornerRadius:50];

//

//    CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];

//    //设置一个路径

//    animation.path = path.CGPath;

//    animation.duration = 4;

//    animation.additive = YES;

//    animation.repeatCount = HUGE_VALF;

//    animation.calculationMode = kCAAnimationPaced;

//    animation.rotationMode = kCAAnimationRotateAuto;

//    [_lable.layer addAnimation:animation forKey:nil];

八            /********* CASpringAnimation---> 弹性动画 ********/

//    CASpringAnimation *animation = [CASpringAnimation animationWithKeyPath:@"position"];

//    animation.toValue = [NSValue valueWithCGPoint:CGPointMake(175, 400)];

//

//    //质量,影响图层运动时的弹簧惯性,质量越大,弹簧拉伸和压缩的幅度越大

//    //如果把质量改成10,则动画的速度变慢,并且波动幅度变大

//    animation.mass = 3;

//

//    //阻尼系数,阻止弹簧伸缩的系数,阻尼系数越大,停止越快

//    animation.damping = 30;

//    //初始速率,动画视图的初始速度大小

//    animation.initialVelocity = 10;

//    //刚度  刚度系数越大,形变产生的力就越大,运动越快

//    animation.stiffness = 10;

//

//    animation.duration = 2;

//    animation.fillMode = kCAFillModeForwards;

//    animation.removedOnCompletion = NO;

//    [_lable.layer addAnimation:animation forKey:nil];

    九        /**** CATransition--->转场动画 *****/

//    //定义个转场动画

    CATransition *animation = [CATransition animation];

    //转场动画持续时间

    animation.duration = 1;

    //转场动画类型

    animation.type = kCATransitionPush;

    //转场动画将去的方向

    animation.subtype = kCATransitionFromBottom;

    //添加动画 (转场动画是添加在层上的动画)

    [_lable.layer addAnimation:animation forKey:nil];

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