Android原生绘图之炫酷倒计时
零、前言
1.本篇原型是慕课网的教程,但
是用JavaScript实现在浏览器上
的,详见
2.最近感觉安卓Canvas不比html5的canvas差,使用想复刻一下到Android上
3.本篇并不止于教程,而是以知其所以然来运用字符点阵及动效,这也是从JavaScript移植到安卓的必要条件
4.本篇会深入地分析整体思路与逻辑,为大家提供一种canvas绘制的思路,相信会给你带来收获。
最终效果
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一、字符的点阵显示
第一个问题是如何字符的点阵显示,以及点阵形状的自定义:效果如下:
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1.从1
开始分析:先看一个数组:
/**
* 用来显示点阵的二维数组
*/
public static final int[][] digit_test = new int[][]
{
{0, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1}
};//1
/**
* 颜色数组
*/
public static final int[] colors = new int[]{
0xff33B5E5, 0xff0099CC, 0xffAA66CC, 0xff9933CC,
0xff99CC00, 0xff669900, 0xffFFBB33, 0xffFF8800, 0xffFF4444, 0xffCC0000};
如果你高度散光,估计能一眼看出来些什么,看不出来的话,看下图:
你也许会说:晕,这么简单粗暴。----没错,就是这么粗暴
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2.其实分析出来也不麻烦
就是二维数组一行一行遍历,遇到1就画图形,这里是圆形,你可以自己画任意的形状
补充一下,这里的1和0都是自定义的标示符
,你可以任意,但绘制的逻辑也要同步修改
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private void renderDigitTest(Canvas canvas) {
for (int i = 0; i < Cons.digit_test.length; i++) {
for (int j = 0; j < Cons.digit_test[j].length; j++) {//一行一行遍历,遇到1就画
if (Cons.digit_test[i][j] == 1) {
canvas.save();
float rX = (j * 2 + 1) * (mRadius + 1);//第(i,j)个点圆心横坐标
float rY = (i * 2 + 1) * (mRadius + 1);//第(i,j)个点圆心纵坐标
canvas.translate(rX, rY);
canvas.drawCircle(rX, rY, mRadius, mPaint);//画圆
int color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
mPaint.setColor(color);
canvas.restore();
}
}
}
}
3.如何多个数字呢?
上古有道,道生一,一生二
,会一个自然第二个也就不远了
既然一个二维数组可以表示一个数,那么用一个三维数组再成放10个二维数组不就表示数字了吗!
三维数组太长了,也没有什么技术含量,贴这里影响市容,放在文尾,自行拷贝。
4.数字0~9的渲染函数:(这里就画五角星吧,路径绘制可详见Path篇)
/**
*
* @param pos 偏移量 x,y
* @param num 要显示的数字
* @param canvas 画布
*/
private void renderDigit(PointF pos, int num, Canvas canvas) {
for (int i = 0; i < Cons.digit[num].length; i++) {
for (int j = 0; j < Cons.digit[num][j].length; j++) {
if (Cons.digit[num][i][j] == 1) {
canvas.save();
float rX = pos.x + j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心横坐标
float rY = pos.y + i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心纵坐标
canvas.translate(rX, rY);
Path path = CommonPath.nStarPath(5, mRadius, mRadius / 2);
int color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
mPaint.setColor(color);
canvas.drawPath(path, mPaint);
canvas.restore();
}
}
}
}
OnDraw()中:
canvas.save();
renderDigit( 1, canvas);
canvas.translate(150, 0);
renderDigit( 9, canvas);
canvas.translate(150, 0);
renderDigit(9, canvas);
canvas.translate(150, 0);
renderDigit(4, canvas);
canvas.restore();
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OK,第一步完成,万事开头难,理解之后,后面就很简单了
二、静态时间显示与倒计时:
1.静态时间显示
只要动态获取时间即可,在onDraw中将时间解析成响应数字绘制出来,是不是很简单
mCalendar = Calendar.getInstance();
int hour = mCalendar.get(Calendar.HOUR_OF_DAY);
int min = mCalendar.get(Calendar.MINUTE);
int sec = mCalendar.get(Calendar.SECOND);
canvas.save();
//绘制小时
renderDigit(hour / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(hour % 10, canvas);
//绘制冒号:
canvas.translate(17*mRadius, 0);
renderDigit(10, canvas);
//绘制分钟
canvas.translate(11*mRadius, 0);
renderDigit(min / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(min % 10, canvas);
//绘制冒号:
canvas.translate(17*mRadius, 0);
renderDigit(10, canvas);
//绘制秒:
canvas.translate(11*mRadius, 0);
renderDigit(sec / 10, canvas);
canvas.translate(17*mRadius, 0);
renderDigit(sec % 10, canvas);
canvas.restore();
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通过Handler定时发送消息更新视图:
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倒计时处理
//初始时设定截止日期
mCalendar = Calendar.getInstance();
mCalendar.set(2018, 11-1, 11, 21, 21, 21);
mDeadTime = mCalendar.getTimeInMillis();
//OnDraw中获取之间的毫秒数,处理
mCalendar = Calendar.getInstance();
long lastSec = (mDeadTime - mCalendar.getTimeInMillis()) / 1000;//持续时间
int hour = (int) (lastSec / 3600);
int min = (int) (lastSec - hour * 3600) / 60;
int sec = (int) (lastSec % 60);
Log.d(TAG, "render: "+ hour+","+min+","+sec);
//接下来的和上面一样
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4.重点:小球的运动
有点小复杂,简单地画了一个流程图
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先把小球封装一下:
/**
* 作者:张风捷特烈<br/>
* 时间:2018/11/11 0011:6:13<br/>
* 邮箱:1981462002@qq.com<br/>
* 说明:小球封装类
*/
public class Ball {
public float a;//加速度
public float vX;//速度X
public float vY;//速度Y
public float pX;//点位X
public float pY;//点位Y
public int color;//颜色
}
准备工作
//成员变量
private int mRadius = 12;//半径
private int mLimitY;//Y边界
private final static int BALLS_VY = 15;//y方向速度
private final static int BALLS_ABS_VX = 20;//x方向速度数值
private final static float BALLS_A = 0.98f;//小球的加速度
private List<Ball> mBalls = new ArrayList<>();//小球集合
private long mDeadTime;//剩余时间
private int mCurDeadTime;//当前剩余时间
private Paint mPaint;
private Path mStarPath;
//初始化:init()
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setStyle(Paint.Style.FILL);
mLimitY = winSize.y - 200;
Calendar calendar = Calendar.getInstance();
calendar.set(2018, 11 - 1, 11, 21, 21, 21);
mDeadTime = calendar.getTimeInMillis();
mCurDeadTime = getLifeSec();
1.使用ValueAnimator不断重绘界面
ValueAnimator animator = ValueAnimator.ofFloat(0, 1);
animator.setRepeatCount(-1);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
update();
invalidate();
}
});
animator.start();
2.小球集合的更新总函数
/**
* 小球集合的更新总函数
*/
private void update() {
addBalls();//添加小球
updateBalls();//更新小球
}
3.添加倒计时中改动的点
核心是:判断当前时间是否改变,再将点位放到集合中
这是要注意我绘制小球放在绘制秒的前面,所以根据绘制小球时的画布原点,在加入是对小球的点位进行偏移
/**
* 添加倒计时中改动的点
*/
private void addBalls() {
int nextSec = getLifeSec();
int nextHours = nextSec / 3600;
int nextMinutes = (nextSec - nextHours * 3600) / 60;
int nextSeconds = nextSec % 60;
int curHours = mCurDeadTime / 3600;
int curMinutes = (mCurDeadTime - curHours * 3600) / 60;
int curSeconds = mCurDeadTime % 60;
if (nextSeconds != curSeconds) {//判断当前时间是否改变,再将点位放到集合中
if ((curHours / 10) != (nextHours / 10)) {
addBalls((-17 * 5 - 11 * 2) * mRadius, curHours / 10);
}
if ((curHours % 10) != (nextHours % 10)) {
addBalls((-17 * 4 - 11 * 2) * mRadius, curHours % 10);
}
if ((curMinutes / 10) != (nextMinutes / 10)) {
addBalls((-17 * 3 - 11) * mRadius, curMinutes / 10);
}
if ((curMinutes % 10) != (nextMinutes % 10)) {
addBalls((-17 * 2 - 11) * mRadius, curMinutes % 10);
}
if ((curSeconds / 10) != (nextSeconds / 10)) {
addBalls(-17 * mRadius, curSeconds / 10);
}
if ((curSeconds % 10) != (nextSeconds % 10)) {
addBalls(0, nextSeconds % 10);
}
mCurDeadTime = nextSec;
}
}
/**
* 添加小球的核心逻辑
*
* @param offsetX x方向偏移
* @param num 改变的时间数字
*/
private void addBalls(int offsetX, int num) {
for (int i = 0; i < Cons.digit[num].length; i++) {
for (int j = 0; j < Cons.digit[num][i].length; j++) {
if (Cons.digit[num][i][j] == 1) {
Ball ball = new Ball();
ball.a = BALLS_A;
ball.vX = (float) (Math.pow(-1, Math.ceil(Math.random() * 1000)) * BALLS_ABS_VX * Math.random());
ball.vY = (float) (BALLS_VY * Math.random());
ball.pX = offsetX + j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心横坐标
ball.pY = i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心纵坐标
ball.color = Cons.colors[(int) (Math.random() * Cons.colors.length)];
mBalls.add(ball);
}
}
}
}
4.这里是让小球运动的核心:
更新所有球的位置---让球运动,并且越界移除
根据速度和加速度的公式,每次刷新的时间作为单位时间
安卓的ValueAnimator是0.167秒,由于代码的执行效率,会有一点偏差,大太多就会造成不流畅,即视觉卡顿
/**
* 更新所有球的位置---让球运动
* 并且越界移除
*/
private void updateBalls() {
int minX = (-17 * 5 - 11 * 2) * mRadius;//限定x范围最小值
int maxX = 400;//限定x范围大值
for (Ball ball : mBalls) {
ball.pX += ball.vX;//x=xo+v*t
ball.pY += ball.vY;
ball.pY += ball.a;//v=vo+a*t
if (ball.pY >= mLimitY - mRadius) {//超过Y底线,反弹
ball.pY = mLimitY - mRadius;
ball.vY = -ball.vY * 0.99f;
}
if (ball.pX > maxX) {//超过X最大值,反弹
ball.pX = maxX - mRadius;
ball.vX = -ball.vX * 0.99f;
}
}
for (int i = 0; i < mBalls.size(); i++) {//删除越界的点
if (mBalls.get(i).pX + mRadius < minX || mBalls.get(i).pY + mRadius < 0
|| mBalls.get(i).pX - mRadius > maxX) {
mBalls.remove(i);
}
}
}
5.获取倒计时剩余秒数
/**
* 获取倒计时剩余秒数
*
* @return 倒计时剩余秒数
*/
private int getLifeSec() {
int life = Math.round((mDeadTime - System.currentTimeMillis()) / 1000);
life = life > 0 ? life : 0;
return life;
}
6.绘制的方法:
和上面比就多了个画圆球的方法,把化数字的方法抽取了一下。
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int hour = getLifeSec() / 3600;
int min = (getLifeSec() - hour * 3600) / 60;
int sec = getLifeSec() % 60;
canvas.save();
//绘制小时
drawHour(canvas, hour);
//绘制冒号:
drawDot(canvas);
//绘制分钟
drawMin(canvas, min);
//绘制冒号:
drawDot(canvas);
//绘制秒:
drawSec(canvas, sec);
canvas.restore();
}
/**
* 绘制秒
*
* @param canvas
* @param sec
*/
private void drawSec(Canvas canvas, int sec) {
canvas.translate(11 * mRadius, 0);
drawBall(canvas);//绘制小球
renderDigit(sec / 10, canvas);
canvas.translate(17 * mRadius, 0);
renderDigit(sec % 10, canvas);
}
/**
* 绘制小球
*
* @param canvas
*/
private void drawBall(Canvas canvas) {
canvas.save();
canvas.translate(17 * mRadius, 0);
for (Ball ball : mBalls) {
mPaint.setColor(ball.color);
mPaint.setStyle(Paint.Style.FILL);
canvas.drawCircle(ball.pX, ball.pY, mRadius, mPaint);
}
canvas.restore();
}
/**
* 绘制分钟
* @param canvas
* @param min
*/
private void drawMin(Canvas canvas, int min) {
canvas.translate(11 * mRadius, 0);
renderDigit(min / 10, canvas);
canvas.translate(17 * mRadius, 0);
renderDigit(min % 10, canvas);
}
/**
* 绘制冒号
* @param canvas
*/
private void drawDot(Canvas canvas) {
canvas.translate(17 * mRadius, 0);
renderDigit(10, canvas);
}
/**
* 绘制小时
* @param canvas
* @param hour
*/
private void drawHour(Canvas canvas, int hour) {
renderDigit(hour / 10, canvas);
canvas.translate(17 * mRadius, 0);
renderDigit(hour % 10, canvas);
}
/**
* 渲染数字
* @param num 要显示的数字
* @param canvas 画布
*/
private void renderDigit(int num, Canvas canvas) {
for (int i = 0; i < Cons.digit[num].length; i++) {
for (int j = 0; j < Cons.digit[num][j].length; j++) {
if (Cons.digit[num][i][j] == 1) {
canvas.save();
float rX = j * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心横坐标
float rY = i * 2 * (mRadius + 1) + (mRadius + 1);//第(i,j)个点圆心纵坐标
canvas.translate(rX, rY);
mPaint.setColor(Color.BLUE);
canvas.drawPath(mStarPath, mPaint);
canvas.restore();
}
}
}
}
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到这里就OK了,是不是比想象中的要简单
后记:捷文规范
1.本文成长记录及勘误表
项目源码 | 日期 | 备注 |
---|---|---|
V0.1--无 | 2018-11-11 | Android原生绘图之炫酷倒计时 |
2.更多关于我
笔名 | 微信 | 爱好 | |
---|---|---|---|
张风捷特烈 | 1981462002 | zdl1994328 | 语言 |
我的github | 我的简书 | 我的CSDN | 个人网站 |
3.声明
1----本文由张风捷特烈原创,转载请注明
2----欢迎广大编程爱好者共同交流
3----个人能力有限,如有不正之处欢迎大家批评指证,必定虚心改正
4----看到这里,我在此感谢你的喜欢与支持
附录、静态常量
/**
* 作者:张风捷特烈<br/>
* 时间:2018/11/11 0011:6:02<br/>
* 邮箱:1981462002@qq.com<br/>
* 说明:常量
*/
public class Cons {
/**
* 颜色数组
*/
public static final int[] colors = new int[]{
0xff33B5E5, 0xff0099CC, 0xffAA66CC, 0xff9933CC,
0xff99CC00, 0xff669900, 0xffFFBB33, 0xffFF8800, 0xffFF4444, 0xffCC0000};
/**
* 用来显示点阵的三维数组
*/
public static final int[][] digit_test = new int[][]
{
{0, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1}
};//1
/**
* 用来显示点阵的三维数组
*/
public static final int[][][] digit = new int[][][]{
{
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}
},//0
{
{0, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1}
},//1
{
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0},
{0, 1, 1, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 1, 1, 1, 1, 1}
},//2
{
{1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0}
},//3
{
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 0},
{0, 1, 1, 0, 1, 1, 0},
{1, 1, 0, 0, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 1, 1}
},//4
{
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0}
},//5
{
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 0, 0, 0},
{0, 1, 1, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 0, 0},
{1, 1, 0, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0}
},//6
{
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0}
},//7
{
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0}
},//8
{
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 0, 1, 1},
{0, 0, 0, 0, 1, 1, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 0, 0}
},//9
{
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
}//:
};
}