Android自定义View实现弹性小球效果
照例先看效果图
自定义代码示例
public class BezierView extends View { Paint paint;//画笔 Path path;//路径 int radius = 50;//圆的半径 int time = 100;//计数时长 int index; int offsetIndex; float viewX, viewY;//图形中心点坐标 float width;//屏幕宽度 float partWidth;//屏幕宽度的1/4 int paddingLeft, paddingRight;//图形内边距 float x1, y1, x2, y2, x3, y3, x4, y4;//圆形左上右下四个点 float x12, y12, x23, y23, x34, y34, x41, y41;//圆形左上右下四个点之间的渐变点 public BezierView(Context context) { this(context, null); } public BezierView(Context context, AttributeSet attrs) { this(context, attrs, 0); } public BezierView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); paint = new Paint(); paint.setColor(ResourcesCompat.getColor(getResources(), R.color.colorPrimary, null)); paint.setAntiAlias(true); } @Override protected void onDraw(Canvas canvas) { paddingLeft = getPaddingLeft(); paddingRight = getPaddingRight(); width = getWidth() - paddingLeft - paddingRight; partWidth = width / 4; path = new Path(); path.moveTo(x1, y1); path.cubicTo(x1, y1, x12, y12, x2, y2); path.cubicTo(x2, y2, x23, y23, x3, y3); path.cubicTo(x3, y3, x34, y34, x4, y4); path.cubicTo(x4, y4, x41, y41, x1, y1); canvas.drawPath(path, paint); move(); } public void move() { new Timer().schedule(new TimerTask() { @Override public void run() { if (index < time - 1) { index++; viewX = width / time * index + paddingLeft; viewY = 400; x1 = viewX - radius; x2 = viewX; x3 = viewX + radius; x4 = viewX; y1 = viewY; y2 = viewY - radius; y3 = viewY; y4 = viewY + radius; offsetIndex = index % (time / 4) + 1; //根据图形移动到的区域进行曲线变化 float position = (viewX - paddingLeft) / partWidth; //右边半圆 if (position >= 0 && position < 1) { x3 = viewX + radius + radius / (time / 4) * offsetIndex; } else if (position >= 1 && position < 2) { x3 = viewX + radius + radius; } else if (position >= 2 && position < 3) { x3 = viewX + radius + radius - radius / (time / 4) * offsetIndex; } else { x3 = viewX + radius; } x23 = x34 = x3; y12 = y23 = y2; //左边半圆 if (position >= 1 && position < 2) { x1 = viewX - radius - radius / (time / 4) * offsetIndex; } else if (position >= 2 && position < 3) { x1 = viewX - radius - radius; } else if (position >= 3) { x1 = viewX - radius - radius + radius / (time / 4) * offsetIndex; } else { x1 = viewX - radius; } x12 = x41 = x1; y34 = y41 = y4; postInvalidate(); } else { cancel(); } } }, 0, 5000); } }
总结
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