自定义View--弹性小球
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效果图
自定义代码
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);
}
}
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