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Android仿百度地圖小度語音助手的貝塞爾曲線動畫

2019-10-21 21:45:21
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本文為大家分享了Android仿小度語音助手的貝塞爾曲線動畫,供大家參考,具體內容如下

廢話不多說,看下面的動圖,和百度的還是有點點差別,我也不修改了,很簡單,我實在是沒有多余的時間,還要學習其他的東西。

Android,百度地圖,小度語音助手,貝塞爾曲線,動畫

package com.example.helang.volumewave; import android.animation.ValueAnimator;import android.content.Context;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.LinearGradient;import android.graphics.Paint;import android.graphics.Path;import android.graphics.Shader;import android.support.annotation.Nullable;import android.util.AttributeSet;import android.view.View;import android.view.animation.DecelerateInterpolator; import java.util.Random;  /** * 仿百度的語音助手--波浪動畫控件 */public class VolumeWaveView extends View {  private static final String TAG = "VolumeWaveView";    private static final int HEIGHT = 400;//整個控件的高度   private static final int HEIGHT1 = 200;//第一層曲線的高度  private static final int HEIGHT2 = 400;//第二層曲線的高度  private static final int HEIGHT3 = 350;//第三層曲線的高度   private float h1 = 200,h2 = 200, h3 = 300,h4 = 300,h5 = 200;   private int range = 0;//波動的幅度,你可以動態改變這個值,比如麥克風錄入的音量的高低   private static final int splitWidth = -200;//扇形的交錯距離   private Path path;  private Paint paint1,paint2,paint3,paint4;   private LinearGradient linearGradient1,linearGradient2,linearGradient3,linearGradient4;//四種漸變色   private ValueAnimator animator1,animator2,animator3,animator4,animator5;//五種動畫    public VolumeWaveView(Context context) {    this(context,null);  }   public VolumeWaveView(Context context, @Nullable AttributeSet attrs) {    this(context,attrs,0);  }   public VolumeWaveView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {    super(context, attrs,defStyleAttr);    initPaint();    }   private void initPaint(){    path = new Path();     paint1 = new Paint();    paint1.setStyle(Paint.Style.FILL);    paint1.setAntiAlias(true);//抗鋸齒    //漸變色1    linearGradient1 = new LinearGradient(0, 0, 0, HEIGHT1,        Color.parseColor("#e652a6d2"), Color.parseColor("#e652d5a1"), Shader.TileMode.MIRROR);    paint1.setShader(linearGradient1);     paint2 = new Paint();    paint2.setAntiAlias(true);//抗鋸齒    paint2.setStyle(Paint.Style.FILL);    //漸變色2    linearGradient2 = new LinearGradient(0, 0, 0, HEIGHT2,        Color.parseColor("#e68952d5"), Color.parseColor("#e6525dd5"), Shader.TileMode.MIRROR);    paint2.setShader(linearGradient2);      paint3 = new Paint();    paint3.setAntiAlias(true);//抗鋸齒    paint3.setStyle(Paint.Style.FILL);    //漸變色3    linearGradient3 = new LinearGradient(0, 0, 0, HEIGHT3,        Color.parseColor("#e66852d5"), Color.parseColor("#e651b9d2"), Shader.TileMode.MIRROR);    paint3.setShader(linearGradient3);      paint4 = new Paint();    paint4.setAntiAlias(true);//抗鋸齒    paint4.setStyle(Paint.Style.FILL);    //漸變色4    linearGradient4 = new LinearGradient(0, 0, 0, HEIGHT2,        Color.parseColor("#e6d5527e"), Color.parseColor("#e6bf52d5"), Shader.TileMode.MIRROR);    paint4.setShader(linearGradient4);     }    /**   * draw方法中不要創建大量對象,盡量復用對象   * @param canvas   */  @Override  protected void onDraw(Canvas canvas) {    super.onDraw(canvas);    drawLayer3(canvas);    drawLayer2(canvas);    drawLayer1(canvas);  }   /**   * 繪制第一層   * @param canvas   */  private void drawLayer1(Canvas canvas){    path.reset();//重置path    path.moveTo(0, HEIGHT);//起點    path.quadTo(getWidth()/4, HEIGHT-h1, getWidth()/2, HEIGHT);//第一條二階貝塞爾曲線     path.moveTo(getWidth()/2+splitWidth,HEIGHT);    path.quadTo(getWidth()/2+splitWidth+getWidth()/4, HEIGHT-h2, getWidth(), HEIGHT);//第二條二階貝塞爾曲線    canvas.drawPath(path,paint1);  }   /**   * 繪制第二層   * @param canvas   */  private void drawLayer2(Canvas canvas){    path.reset();//重置path    path.moveTo(0, HEIGHT);//起點    path.quadTo(getWidth()/4, HEIGHT-h3, getWidth()/2, HEIGHT);//第一條二階貝塞爾曲線    canvas.drawPath(path,paint2);     path.reset();    path.moveTo(getWidth()/2+splitWidth,HEIGHT);    path.quadTo(getWidth()/2+getWidth()/4, HEIGHT-h4, getWidth(), HEIGHT);//第二條二階貝塞爾曲線    canvas.drawPath(path,paint4);   }   /**   * 繪制第三層   * @param canvas   */  private void drawLayer3(Canvas canvas){    path.reset();//重置path    path.moveTo(200,HEIGHT);    path.quadTo(200+getWidth()/3, HEIGHT-h5, getWidth(), HEIGHT);//二階貝塞爾曲線    canvas.drawPath(path,paint3);  }    /**   * 添加屬性動畫   */  public void startAnimation() {    Random random = new Random();    range = random.nextInt(100)%(100-10+1) + 10;//波動的幅度,模擬動態音量輸入,你可以自己設置     animator1 = ValueAnimator.ofInt(0,HEIGHT1,0);    animator1.setDuration(1400);    animator1.setInterpolator(new DecelerateInterpolator());    //無限循環    animator1.setRepeatCount(ValueAnimator.INFINITE);    animator1.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {       @Override      public void onAnimationUpdate(ValueAnimator animation) {        h1 = (int) animation.getAnimatedValue();        invalidate();       }    });    animator1.start();     animator2 = ValueAnimator.ofInt(0,HEIGHT1,0);    animator2.setDuration(1700);    animator2.setInterpolator(new DecelerateInterpolator());    //無限循環    animator2.setRepeatCount(ValueAnimator.INFINITE);    animator2.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {       @Override      public void onAnimationUpdate(ValueAnimator animation) {        h2 = (int) animation.getAnimatedValue();        invalidate();       }    });    animator2.start();       animator3 = ValueAnimator.ofInt(0,HEIGHT2,0);    animator3.setDuration(1600);    animator3.setInterpolator(new DecelerateInterpolator());    //無限循環    animator3.setRepeatCount(ValueAnimator.INFINITE);    animator3.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {       @Override      public void onAnimationUpdate(ValueAnimator animation) {        h3 = (int) animation.getAnimatedValue() + range;        invalidate();       }    });    animator3.start();      animator4 = ValueAnimator.ofInt(0,HEIGHT2,0);    animator4.setDuration(1300);    animator4.setInterpolator(new DecelerateInterpolator());    //無限循環    animator4.setRepeatCount(ValueAnimator.INFINITE);    animator4.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {       @Override      public void onAnimationUpdate(ValueAnimator animation) {        h4 = (int) animation.getAnimatedValue();        invalidate();       }    });    animator4.start();      animator5 = ValueAnimator.ofInt(0,HEIGHT2,0);    animator5.setDuration(1250);    animator5.setInterpolator(new DecelerateInterpolator());    //無限循環    animator5.setRepeatCount(ValueAnimator.INFINITE);    animator5.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {       @Override      public void onAnimationUpdate(ValueAnimator animation) {        h5 = (int) animation.getAnimatedValue();        invalidate();       }    });    animator5.start();  }    /**   * 關閉動畫   */  public void removeAnimation(){    if (animator1 != null){      animator1.cancel();      animator1 = null;    }    if (animator2 != null){      animator2.cancel();      animator2 = null;    }    if (animator3 != null){      animator3.cancel();      animator3 = null;    }    if (animator4 != null){      animator4.cancel();      animator4 = null;    }    if (animator5 != null){      animator5.cancel();      animator5 = null;    }  }}

主要是利用Path中的貝塞爾曲線,然后加上屬性動畫,動態改變曲線的高度就可以了

喜歡的話,就去github給個star吧

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持VEVB武林網。


注:相關教程知識閱讀請移步到Android開發頻道。
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