Android自定义View实现气泡动画
本文实例为大家分享了Android自定义View实现气泡动画的具体代码,供大家参考,具体内容如下
一、前言
最近有需求制作一个水壶的气泡动画,首先在网上查找了一番,找到了一个文章:Android实现气泡动画
测试了一下发现,如果把它作为子视图的话,会出现小球溢出边界的情况。所以简单的修改了一下。
二、代码
1. 随机移动的气泡
Ball类
/** * @author jiang yuhang * @date 2021-04-18 19:57 */ class Ball { // 半径 @kotlin.jvm.JvmField var radius = 0 // 圆心 @kotlin.jvm.JvmField var cx = 0f // 圆心 @kotlin.jvm.JvmField var cy = 0f // X轴速度 @kotlin.jvm.JvmField var vx = 0f // Y轴速度 @kotlin.jvm.JvmField var vy = 0f @kotlin.jvm.JvmField var paint: Paint? = null // 移动 fun move() { //向角度的方向移动,偏移圆心 cx += vx cy += vy } fun left(): Int { return (cx - radius).toInt() } fun right(): Int { return (cx + radius).toInt() } fun bottom(): Int { return (cy + radius).toInt() } fun top(): Int { return (cy - radius).toInt() } }
BallView类
/** * @author jiang yuhang * @date 2021-04-18 19:53 */ public class BallView extends View { private final Random mRandom; private final int mCount = 5; // 小球个数 private final int minSpeed = 5; // 小球最小移动速度 private final int maxSpeed = 20; // 小球最大移动速度 public Ball[] mBalls; // 用来保存所有小球的数组 private int maxRadius; // 小球最大半径 private int minRadius; // 小球最小半径 private int mWidth = 200; private int mHeight = 200; public BallView(final Context context, final AttributeSet attrs) { super(context, attrs); // 初始化所有球(设置颜色和画笔, 初始化移动的角度) this.mRandom = new Random(); final RandomColor randomColor = new RandomColor(); // 随机生成好看的颜色,github开源库。 this.mBalls = new Ball[this.mCount]; for (int i = 0; i < this.mCount; i++) { this.mBalls[i] = new Ball(); // 设置画笔 final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(randomColor.randomColor()); paint.setStyle(Paint.Style.FILL); paint.setAlpha(180); paint.setStrokeWidth(0); // 设置速度 final float speedX = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; final float speedY = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; this.mBalls[i].paint = paint; this.mBalls[i].vx = this.mRandom.nextBoolean() ? speedX : -speedX; this.mBalls[i].vy = this.mRandom.nextBoolean() ? speedY : -speedY; } } @Override protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); this.mWidth = View.resolveSize(this.mWidth, widthMeasureSpec); this.mHeight = View.resolveSize(this.mHeight, heightMeasureSpec); this.setMeasuredDimension(this.mWidth, this.mHeight); this.maxRadius = this.mWidth / 12; this.minRadius = this.maxRadius / 2; // 初始化圆的半径和圆心 for (Ball mBall : this.mBalls) { mBall.radius = this.mRandom.nextInt(this.maxRadius + 1 - this.minRadius) + this.minRadius; // 初始化圆心的位置, x最小为 radius, 最大为mwidth- radius mBall.cx = this.mRandom.nextInt(this.mWidth - mBall.radius) + mBall.radius; mBall.cy = this.mRandom.nextInt(this.mHeight - mBall.radius) + mBall.radius; } } @Override protected void onDraw(final Canvas canvas) { final long startTime = System.currentTimeMillis(); // 先画出所有圆 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; canvas.drawCircle(ball.cx, ball.cy, ball.radius, ball.paint); } // 球碰撞边界 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; this.collisionDetectingAndChangeSpeed(ball); // 碰撞边界的计算 ball.move(); // 移动 } final long stopTime = System.currentTimeMillis(); final long runTime = stopTime - startTime; // 16毫秒执行一次 this.postInvalidateDelayed(Math.abs(runTime - 16)); } // 判断球是否碰撞碰撞边界 public void collisionDetectingAndChangeSpeed(final Ball ball) { final int left = 0; final int top = 0; final int right = this.mWidth; final int bottom = this.mHeight; final float speedX = ball.vx; final float speedY = ball.vy; // 碰撞左右,X的速度取反。 speed的判断是防止重复检测碰撞,然后黏在墙上了=。= if (ball.left() <= left && speedX < 0) { ball.vx = -ball.vx; } else if (ball.top() <= top && speedY < 0) { ball.vy = -ball.vy; } else if (ball.right() >= right && speedX > 0) { ball.vx = -ball.vx; } else if (ball.bottom() >= bottom && speedY > 0) { ball.vy = -ball.vy; } } }
2.热水气泡
/** * @author jiang yuhang * @date 2021-04-18 19:57 */ class Ball { // 半径 @kotlin.jvm.JvmField var radius = 0 // 圆心 @kotlin.jvm.JvmField var cx = 0f // 圆心 @kotlin.jvm.JvmField var cy = 0f // X轴速度 @kotlin.jvm.JvmField var vx = 0f // Y轴速度 @kotlin.jvm.JvmField var vy = 0f @kotlin.jvm.JvmField var paint: Paint? = null // 移动 fun move() { //向角度的方向移动,偏移圆心 cx += vx cy += vy } fun left(): Int { return (cx - radius).toInt() } fun right(): Int { return (cx + radius).toInt() } fun bottom(): Int { return (cy + radius).toInt() } fun top(): Int { return (cy - radius).toInt() } }
/** * @author jiang yuhang * @date 2021-04-18 19:53 */ public class BallView extends View { final RandomColor randomColor = new RandomColor(); // 随机生成好看的颜色,github开源库。 private final Random mRandom = new Random(); private final int mCount = 5; // 小球个数 private final int minSpeed = 5; // 小球最小移动速度 private final int maxSpeed = 15; // 小球最大移动速度 public Ball[] mBalls = new Ball[this.mCount]; // 用来保存所有小球的数组 private int maxRadius; // 小球最大半径 private int minRadius; // 小球最小半径 private int mWidth = 200; private int mHeight = 200; public BallView(final Context context, final AttributeSet attrs) { super(context, attrs); } @Override protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); this.mWidth = View.resolveSize(this.mWidth, widthMeasureSpec); this.mHeight = View.resolveSize(this.mHeight, heightMeasureSpec); this.setMeasuredDimension(this.mWidth, this.mHeight); this.maxRadius = this.mWidth / 12; this.minRadius = this.maxRadius / 2; // 初始化所有球(设置颜色和画笔, 初始化移动的角度) for (int i = 0; i < mBalls.length; i++) { this.mBalls[i] = getRandomBall(); } } private Ball getRandomBall() { Ball mBall = new Ball(); // 设置画笔 setRandomBall(mBall); return mBall; } private void setRandomBall(Ball ball) { // 设置画笔 final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(randomColor.randomColor()); paint.setStyle(Paint.Style.FILL); paint.setAlpha(180); paint.setStrokeWidth(0); ball.paint = paint; // 设置速度 final float speedX = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; final float speedY = (this.mRandom.nextInt(this.maxSpeed - this.minSpeed + 1) + 5) / 10f; ball.vx = this.mRandom.nextBoolean() ? speedX : -speedX; ball.vy = -speedY; ball.radius = mRandom.nextInt(maxRadius + 1 - minRadius) + minRadius; ball.cx = mRandom.nextInt(mWidth - ball.radius) + ball.radius; ball.cy = mHeight - ball.radius; } @Override protected void onDraw(final Canvas canvas) { final long startTime = System.currentTimeMillis(); // 先画出所有圆 for (int i = 0; i < this.mCount; i++) { final Ball ball = this.mBalls[i]; canvas.drawCircle(ball.cx, ball.cy, ball.radius, ball.paint); } // 球碰撞边界 for (int i = 0; i < this.mCount; i++) { collisionDetectingAndChangeSpeed(mBalls[i]); // 碰撞边界的计算 mBalls[i].move(); // 移动 } final long stopTime = System.currentTimeMillis(); final long runTime = stopTime - startTime; // 16毫秒执行一次 this.postInvalidateDelayed(Math.abs(runTime - 16)); } // 判断球是否碰撞碰撞边界 public void collisionDetectingAndChangeSpeed(Ball ball) { final int left = 0; final int top = 0; final int right = this.mWidth; final int bottom = this.mHeight; final float speedX = ball.vx; final float speedY = ball.vy; // 碰撞左右,X的速度取反。 speed的判断是防止重复检测碰撞,然后黏在墙上了=。= if (ball.left() <= left && speedX < 0) { ball.vx = -ball.vx; } else if (ball.top() <= top && speedY < 0) { setRandomBall(ball); } else if (ball.right() >= right && speedX > 0) { ball.vx = -ball.vx; } } }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持我们。
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