我是靠谱客的博主 无限鸡,最近开发中收集的这篇文章主要介绍Android实现笑脸进度加载动画,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

最近看到豆瓣的笑脸loading很有意思,看一张效果图:

下面分析一下如何实现这样的效果:

1、默认状态是一张笑脸的状态(一个嘴巴,两个眼睛,默认状态)

2、开始旋转,嘴巴追上眼睛(合并状态)

3、追上以后自转一周(自转状态)

4、然后逐渐释放眼睛(分离状态)

5、回到初始笑脸状态(默认状态)

一、默认状态

首先需要确定好嘴巴和眼睛的初始位置,我这里的初始化嘴巴是一个半圆,在横轴下方。眼睛分别与横轴夹角60度,如下图:

这两部分可以使用pathMeasure,我这里使用最简单的两个api:canvas.drawArc()和canvas.drawPoint()。

1、画嘴巴

 //画起始笑脸
canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false,facePaint);

这里的startAngle初始值为0,swiperAngle为180,半径radius为40。

2、画眼睛

(1)初始化眼睛坐标

   /**
     * 初始化眼睛坐标
     */
    private void initEyes() {
        //默认两个眼睛坐标位置 角度转弧度
        leftEyeX = (float) (-radius * Math.cos(eyeStartAngle * Math.PI / 180));
        leftEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));
        rightEyeX = (float) (radius * Math.cos(eyeStartAngle * Math.PI / 180));
        rightEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));
    }

注意:需要将角度转弧度

(2)开始画眼睛

   //画起始眼睛
  canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);
  canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);

二、合并状态

这个状态可以分为两部分

  • 嘴巴的旋转
  • 眼睛的旋转

1、嘴巴的旋转

开启动画

     faceLoadingAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);
     faceLoadingAnimator.setInterpolator(new AccelerateDecelerateInterpolator());
     faceLoadingAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                faceValue = (float) animation.getAnimatedValue();
                invalidate();
            }
        });
        //动画延迟500ms启动
        faceLoadingAnimator.setStartDelay(200);

        faceLoadingAnimator.addListener(new Animator.AnimatorListener() {
            @Override
            public void onAnimationStart(Animator animation) {

            }

            @Override
            public void onAnimationEnd(Animator animation) {
                //恢复起始状态
                currentStatus = smileStatus;
            }

            @Override
            public void onAnimationCancel(Animator animation) {

            }

            @Override
            public void onAnimationRepeat(Animator animation) {

            }
        });

动画执行时间1s,记录动画当前执行进度值,存放在faceValue中。当动画执行结束的时候,需要将状态恢复到默认状态,调用invalidate的时候,进入onDraw()方法,开始重新绘制嘴巴。

                //记录时刻的旋转角度
                startAngle = faceValue * 360;


                //追上右边眼睛
                if (startAngle >= 120 + startAngle / 2) {

                    canvas.drawArc(-radius, -radius, radius, radius, startAngle,
                            swipeAngle, false, facePaint);

                    //开始自转一圈
                    mHandler.sendEmptyMessage(2);

                    //此时记录自转一圈起始的角度
                    circleStartAngle = 120 + startAngle / 2;

                } else {

                    //追眼睛的过程
                    canvas.drawArc(-radius, -radius, radius, radius, startAngle,
                            swipeAngle, false, facePaint);

                }

这里的每次旋转角度为startAngle。当完全追赶上右侧眼睛的时候,开始执行自转一周,并停止当前动画。

2、眼睛的旋转

眼睛的开始旋转速度明显是慢于嘴巴的旋转速度,所以每次的旋转速度可以设置为嘴巴的一半

  //画左边眼睛 ,旋转的角度设置为笑脸旋转角度的一半,这样笑脸才能追上眼睛
  leftEyeX = (float) (-radius * Math.cos((60 + startAngle / 2) * Math.PI / 180));
  leftEyeY = (float) (-radius * Math.sin((60 + startAngle / 2) * Math.PI / 180));
  canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);

  //画右边眼睛 ,旋转的角度设置为笑脸旋转角度的一半,这样笑脸才能追上眼睛
  rightEyeX = (float) (radius * Math.cos((60 - startAngle / 2) * Math.PI / 180));
  rightEyeY = (float) (-radius * Math.sin((60 - startAngle / 2) * Math.PI / 180));
  canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);

三、自转状态

1、开启动画

        circleAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);

        circleAnimator.setInterpolator(new LinearInterpolator());

        circleAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                circleValue = (float) animation.getAnimatedValue();
                invalidate();
            }
        });

        circleAnimator.addListener(new Animator.AnimatorListener() {
            @Override
            public void onAnimationStart(Animator animation) {
            }

            @Override
            public void onAnimationEnd(Animator animation) {
                mHandler.sendEmptyMessage(3);
            }

            @Override
            public void onAnimationCancel(Animator animation) {

            }

            @Override
            public void onAnimationRepeat(Animator animation) {

            }
        });

2、重新绘制

 canvas.drawArc(-radius, -radius, radius, radius,
                        circleStartAngle + circleValue * 360,
                        swipeAngle, false, facePaint);

四、分离状态

主要的注意点就是眼睛的旋转角度设置为嘴巴旋转角度的2倍,这样才会达到眼睛超过嘴巴的效果,主要的旋转代码如下:

                startAngle = faceValue * 360;
                //判断当前笑脸的起点是否已经走过260度 (吐出眼睛的角度,角度可以任意设置)
                if (startAngle >= splitAngle) {

                    //画左边眼睛 ,旋转的角度设置为笑脸旋转角度的2倍,这样眼睛才能快于笑脸旋转速度
                    leftEyeX = (float) (-radius * Math.cos((eyeStartAngle + startAngle * 2) * Math.PI / 180));
                    leftEyeY = (float) (-radius * Math.sin((eyeStartAngle + startAngle * 2) * Math.PI / 180));
                    canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);

                    //画右边眼睛 ,旋转的角度设置为笑脸旋转角度的2倍,这样眼睛才能快于笑脸旋转速度
                    rightEyeX = (float) (radius * Math.cos((eyeStartAngle - startAngle * 2) * Math.PI / 180));
                    rightEyeY = (float) (-radius * Math.sin((eyeStartAngle - startAngle * 2) * Math.PI / 180));
                    canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);

                }
                //画笑脸
                canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle,
                        false, facePaint);

最后附上完整代码

public class FaceView2 extends View {


    //圆弧半径
    private int radius = 40;

    //圆弧画笔宽度
    private float paintWidth = 15;

    //笑脸状态(一个脸,两个眼睛)
    private final int smileStatus = 0;

    //加载状态 合并眼睛,旋转
    private final int loadingStatus = 1;

    //合并完成 转一圈
    private final int circleStatus = 2;

    //转圈完成 吐出眼睛
    private final int splitStatus = 3;

    //当前状态
    private int currentStatus = smileStatus;

    //笑脸画笔
    private Paint facePaint;
    //眼睛画笔
    private Paint eyePaint;

    //笑脸开始角度
    private float startAngle;
    //笑脸弧度
    private float swipeAngle;

    //左侧眼睛起点x轴坐标
    private float leftEyeX = 0;
    //左侧眼睛起点y轴坐标
    private float leftEyeY = 0;

    //右侧眼睛起点x轴坐标
    private float rightEyeX;
    //右侧眼睛起点y轴坐标
    private float rightEyeY;

    //一开始默认状态笑脸转圈动画
    private ValueAnimator faceLoadingAnimator;

    //吞并完成后,自转一圈动画
    private ValueAnimator circleAnimator;

    //faceLoadingAnimator动画进度值
    private float faceValue;

    //circleAnimator动画进度值
    private float circleValue;

    //记录开始自转一圈的起始角度
    private float circleStartAngle;

    //吐出眼睛的角度
    private float splitAngle;

    private float initStartAngle;

    //眼睛起始角度
    private float eyeStartAngle = 60;

    public FaceView2(Context context) {
        this(context, null);
    }

    public FaceView2(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    public FaceView2(Context context, AttributeSet attrs,
                     int defStyleAttr) {
        super(context, attrs, defStyleAttr);

        //自定义属性
        TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.FaceView2,
                defStyleAttr, 0);

        initStartAngle = typedArray.getFloat(R.styleable.FaceView2_startAngle, 0);
        swipeAngle = typedArray.getFloat(R.styleable.FaceView2_swipeAngle, 180);
        splitAngle = typedArray.getFloat(R.styleable.FaceView2_splitAngle, 260);

        typedArray.recycle();

        startAngle = initStartAngle;
        eyeStartAngle += startAngle;

        initEyes();

        initPaint();

        //开始默认动画
        initAnimator();

    }

    /**
     * 初始化画笔
     */
    private void initPaint() {
        //初始化画笔
        facePaint = new Paint();
        facePaint.setStrokeWidth(paintWidth);
        facePaint.setColor(Color.RED);
        facePaint.setAntiAlias(true);
        facePaint.setStyle(Paint.Style.STROKE);
        facePaint.setStrokeCap(Paint.Cap.ROUND);

        eyePaint = new Paint();
        eyePaint.setStrokeWidth(paintWidth);
        eyePaint.setColor(Color.RED);
        eyePaint.setAntiAlias(true);
        eyePaint.setStyle(Paint.Style.STROKE);
        eyePaint.setStrokeCap(Paint.Cap.ROUND);

    }

    /**
     * 初始化眼睛坐标
     */
    private void initEyes() {
        //默认两个眼睛坐标位置 角度转弧度
        leftEyeX = (float) (-radius * Math.cos(eyeStartAngle * Math.PI / 180));
        leftEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));
        rightEyeX = (float) (radius * Math.cos(eyeStartAngle * Math.PI / 180));
        rightEyeY = (float) (-radius * Math.sin(eyeStartAngle * Math.PI / 180));

    }

    private Handler mHandler = new Handler(new Handler.Callback() {
        @RequiresApi(api = Build.VERSION_CODES.KITKAT)
        @Override
        public boolean handleMessage(Message msg) {
            switch (msg.what) {
                case 1:
                    //启动一开始笑脸转圈动画,并且开始合并眼睛
                    currentStatus = loadingStatus;
                    faceLoadingAnimator.start();
                    break;

                case 2:
                    //暂停眼睛和笑脸动画
                    currentStatus = circleStatus;
                    faceLoadingAnimator.pause();
                    //启动笑脸自转一圈动画
                    circleAnimator.start();
                    break;
                case 3:
                    //恢复笑脸转圈动画,并且开始分离眼睛
                    currentStatus = splitStatus;
                    circleAnimator.cancel();
                    faceLoadingAnimator.resume();
                    invalidate();

                    break;
            }
            return false;
        }
    });

    @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        //画布移到中间
        canvas.translate(getWidth() / 2, getHeight() / 2);

        switch (currentStatus) {
            //起始状态
            case smileStatus:
                //起始角度为0
                startAngle = initStartAngle;

                //画起始笑脸
                canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle, false,
                        facePaint);

                //重置起始眼睛坐标
                initEyes();

                //画起始眼睛
                canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);
                canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);

                //更改状态,进行笑脸合并眼睛
                mHandler.sendEmptyMessage(1);
                break;

            //合并状态
            case loadingStatus:

                //记录时刻的旋转角度
                startAngle = faceValue * 360;


                //追上右边眼睛
                if (startAngle >= 120 + startAngle / 2) {

                    canvas.drawArc(-radius, -radius, radius, radius, startAngle,
                            swipeAngle, false, facePaint);

                    //开始自转一圈
                    mHandler.sendEmptyMessage(2);

                    //此时记录自转一圈起始的角度
                    circleStartAngle = 120 + startAngle / 2;

                } else {

                    //追眼睛的过程
                    canvas.drawArc(-radius, -radius, radius, radius, startAngle,
                            swipeAngle, false, facePaint);

                }

                //画左边眼睛 ,旋转的角度设置为笑脸旋转角度的一半,这样笑脸才能追上眼睛
                leftEyeX = (float) (-radius * Math.cos((60 + startAngle / 2) * Math.PI / 180));
                leftEyeY = (float) (-radius * Math.sin((60 + startAngle / 2) * Math.PI / 180));
                canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);

                //画右边眼睛 ,旋转的角度设置为笑脸旋转角度的一半,这样笑脸才能追上眼睛
                rightEyeX = (float) (radius * Math.cos((60 - startAngle / 2) * Math.PI / 180));
                rightEyeY = (float) (-radius * Math.sin((60 - startAngle / 2) * Math.PI / 180));
                canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);
                break;

            //自转一圈状态 circleValue * 360 为旋转角度
            case circleStatus:
                canvas.drawArc(-radius, -radius, radius, radius,
                        circleStartAngle + circleValue * 360,
                        swipeAngle, false, facePaint);
                break;

            //笑脸眼睛分离状态
            case splitStatus:

                startAngle = faceValue * 360;
                //判断当前笑脸的起点是否已经走过260度 (吐出眼睛的角度,角度可以任意设置)
                if (startAngle >= splitAngle) {

                    //画左边眼睛 ,旋转的角度设置为笑脸旋转角度的2倍,这样眼睛才能快于笑脸旋转速度
                    leftEyeX = (float) (-radius * Math.cos((eyeStartAngle + startAngle * 2) * Math.PI / 180));
                    leftEyeY = (float) (-radius * Math.sin((eyeStartAngle + startAngle * 2) * Math.PI / 180));
                    canvas.drawPoint(leftEyeX, leftEyeY, eyePaint);

                    //画右边眼睛 ,旋转的角度设置为笑脸旋转角度的2倍,这样眼睛才能快于笑脸旋转速度
                    rightEyeX = (float) (radius * Math.cos((eyeStartAngle - startAngle * 2) * Math.PI / 180));
                    rightEyeY = (float) (-radius * Math.sin((eyeStartAngle - startAngle * 2) * Math.PI / 180));
                    canvas.drawPoint(rightEyeX, rightEyeY, eyePaint);

                }
                //画笑脸
                canvas.drawArc(-radius, -radius, radius, radius, startAngle, swipeAngle,
                        false, facePaint);

                break;

        }
    }

    /**
     * 初始化动画
     */
    private void initAnimator() {


        faceLoadingAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);
        faceLoadingAnimator.setInterpolator(new AccelerateDecelerateInterpolator());
        faceLoadingAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                faceValue = (float) animation.getAnimatedValue();
                invalidate();
            }
        });
        //动画延迟500ms启动
        faceLoadingAnimator.setStartDelay(200);

        faceLoadingAnimator.addListener(new Animator.AnimatorListener() {
            @Override
            public void onAnimationStart(Animator animation) {

            }

            @Override
            public void onAnimationEnd(Animator animation) {
                //恢复起始状态
                currentStatus = smileStatus;
            }

            @Override
            public void onAnimationCancel(Animator animation) {

            }

            @Override
            public void onAnimationRepeat(Animator animation) {

            }
        });


        circleAnimator = ValueAnimator.ofFloat(0, 1).setDuration(1000);

        circleAnimator.setInterpolator(new LinearInterpolator());

        circleAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                circleValue = (float) animation.getAnimatedValue();
                invalidate();
            }
        });

        circleAnimator.addListener(new Animator.AnimatorListener() {
            @Override
            public void onAnimationStart(Animator animation) {
            }

            @Override
            public void onAnimationEnd(Animator animation) {
                mHandler.sendEmptyMessage(3);
            }

            @Override
            public void onAnimationCancel(Animator animation) {

            }

            @Override
            public void onAnimationRepeat(Animator animation) {

            }
        });
    }
}

自定义属性

<declare-styleable name="FaceView2">
        <attr name="startAngle" format="dimension" />
        <attr name="swipeAngle" format="dimension" />
        <attr name="splitAngle" format="dimension" />
</declare-styleable>

布局文件中使用

<com.example.viewdemo.FaceView2
     android:layout_width="match_parent"
     android:layout_height="match_parent"/>

完整代码都在上面啦.

到这里就结束啦.

以上就是Android实现笑脸进度加载动画的详细内容,更多关于Android 笑脸进度加载的资料请关注靠谱客其它相关文章!

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