CABasicAnimation *baseAnimation = [CABasicAnimation animationWithKeyPath:@"bounds"];
baseAnimation.fromValue = [NSValue valueWithCGRect:CGRectMake(20, 20, 100, 100)];
baseAnimation.toValue = [NSValue valueWithCGRect:CGRectMake(100, 100, 200, 200)];
baseAnimation.duration = 2.0;
baseAnimation.removedOnCompletion = NO;
baseAnimation.fillMode = kCAFillModeForwards;
baseAnimation.repeatCount = MAXFLOAT;
[self.myView.layer addAnimation:baseAnimation forKey:nil];
基本动画(CABasicAnimation),是CAPropertyAnimation的子类,一个动画可控制一个属性的变化,变化值只能是两个值中变化,可以在fromValue和toValue两个值中设置
CABasicAnimation *baseAnimation = [CABasicAnimation animationWithKeyPath:@"bounds"];
baseAnimation.fromValue = [NSValue valueWithCGRect:CGRectMake(20, 20, 100, 100)];
baseAnimation.toValue = [NSValue valueWithCGRect:CGRectMake(100, 100, 200, 200)];
baseAnimation.duration = 2.0;
baseAnimation.removedOnCompletion = NO;
baseAnimation.fillMode = kCAFillModeForwards;
baseAnimation.repeatCount = MAXFLOAT;
[self.myView.layer addAnimation:baseAnimation forKey:nil];
帧动画(CAKeyframeAnimation),帧动画也是CAPropertyAnimation的子类,所以也是控制一个view的属性做动画,与CABaseAnimation不同的是,CAKeyFrameAnimation可以添加多个关键帧,而CABaseAnimation可以看做是两个关键帧的帧动画,我们可以好好利用帧动画的关键帧来做比较有趣的动画,如泡泡效果。
CAAnimationGroup *group = [[CAAnimationGroup alloc] init];
// 位移 CAKeyframeAnimation *positionAnima = [CAKeyframeAnimation animationWithKeyPath:@"position"];
positionAnima.calculationMode = kCAAnimationCubicPaced;
positionAnima.duration = 5;
positionAnima.fillMode = kCAFillModeForwards;
positionAnima.removedOnCompletion = NO;
positionAnima.repeatCount = MAXFLOAT;
positionAnima.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
// 添加移动路径 CGMutablePathRef curvedPath = CGPathCreateMutable();
CGRect circleContainer = CGRectInset(myView.frame, myView.frame.size.width / 2 - 3, myView.frame.size.height / 2 - 3);
CGPathAddEllipseInRect(curvedPath, NULL, circleContainer);
positionAnima.path = curvedPath;
CGPathRelease(curvedPath);
[myView.layer addAnimation:positionAnima forKey:nil];
// 缩放X CAKeyframeAnimation *scaleX = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
scaleX.duration = 1.0;
scaleX.values = @[@1.0,@1.1,@1.0];
scaleX.keyTimes = @[@0.0,@0.5,@1.0];
scaleX.repeatCount = MAXFLOAT;
scaleX.autoreverses = YES;
scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[myView.layer addAnimation:scaleX forKey:nil];
// 缩放Y CAKeyframeAnimation *scaleY = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.y"];
scaleY.duration = 1.5;
scaleY.values = @[@1.0,@1.1,@1.0];
scaleY.keyTimes = @[@0.0,@0.5,@1.0];
scaleY.repeatCount = MAXFLOAT;
scaleY.autoreverses = YES;
group.animations = @[positionAnima,scaleX,scaleY];
scaleY.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[myView.layer addAnimation:scaleY forKey:nil];
运行效果 由于本人的电脑是黑苹果,所以将就一下啦,哈哈,白苹果应该不会这样的。 动画组(CAAnimationGroup)CAAnimation的子类,可以保存一组动画对象,讲CAAnimationGroup对象加入层后,组中所有动画可以同时运行,所以,当我们需要做多个动画并且执行的时间不一样的时候,动画组就不适用。例如上面的泡泡效果。 group.animations = [里面放动画对象]; 方式二(利用UIView添加动画) UIView动画(手码) 添加单个动画
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:4];
CGPoint point = self.myView.center;
point.y += 150;
[self.myView setCenter:point];
[UIView commitAnimations];
添加多个动画
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:4];
CGPoint point = self.myView.center;
point.y += 150;
[self.myView setCenter:point];
[UIView commitAnimations];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:4];
[self.myView setAlpha:0.1];
[UIView commitAnimations];
UIView动画(Block) [UIView animateWithDuration:4 animations:^{ CGPoint point = self.myView.center; point.y += 150; [self.myView setCenter:point]; }]; UIView动画(Block帧动画),从iOS7开启,苹果提供了比较便捷的方法来调用帧动画,不用新建帧动画实例,直接对layer的属性进行控制。
[UIView animateKeyframesWithDuration:0.5 delay:1 options:UIViewKeyframeAnimationOptionAutoreverse animations:^{
self.view.bounds = CGRectMake(30, 30, 30, 30);
}
completion:^(BOOL finished) {
}
];
UIView转场动画。 + (void)transitionFromView:(UIView *)fromView toView:(UIView *)toView duration:(NSTimeInterval)duration options:(UIViewAnimationOptions)options completion:(void (^)(BOOL finished))completion 这个方法应该不好理解,简单来说,这个方法调用完毕后,相当于执行了两句代码,
// 添加toView到父视图[fromView.superview addSubview:toView];
// 把fromView从父视图中移除[fromView.superview removeFromSuperview];
- duration:动画的持续时间- duration:动画的持续时间- options:转场动画的类型- animations:将改变视图属性的代码放在这个block中- completion:动画结束后,会自动调用这个block