我想让我的按钮像ios游戏中心的按钮一样生动.它们似乎像泡沫一样在屏幕上摆动和漂浮.我已经尝试在屏幕上随机移动我的按钮,让它们同时在一个恒定的圆形路径中移动,但效果并不相同.
我需要一种摆动的效果.任何想法都表示赞赏
解决方法
结合几个CAKeyframeAnimations将为您提供结果.您需要一个位置跟随一个圆圈,每个比例(x / y)需要一个定时有点不同以实现摆动效果.看看这个例子:
UIView * view = [[UIView alloc] initWithFrame:CGRectMake(100,100,50,50)]; view.backgroundColor = [UIColor redColor]; view.layer.cornerRadius = view.frame.size.width/2; [self.view addSubview:view]; //create an animation to follow a circular path CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; //interpolate the movement to be more smooth pathAnimation.calculationMode = kCAAnimationPaced; //apply transformation at the end of animation (not really needed since it runs forever) pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; //run forever pathAnimation.repeatCount = INFINITY; //no ease in/out to have the same speed along the path pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; pathAnimation.duration = 5.0; //The circle to follow will be inside the circleContainer frame. //it should be a frame around the center of your view to animate. //do not make it to large,a width/height of 3-4 will be enough. CGMutablePathRef curvedPath = CGPathCreateMutable(); CGRect circleContainer = CGRectInset(view.frame,23,23); CGPathAddEllipseInRect(curvedPath,NULL,circleContainer); //add the path to the animation pathAnimation.path = curvedPath; //release path CGPathRelease(curvedPath); //add animation to the view's layer [view.layer addAnimation:pathAnimation forKey:@"myCircleAnimation"]; //create an animation to scale the width of the view CAKeyframeAnimation *scaleX = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"]; //set the duration scaleX.duration = 1; //it starts from scale factor 1,scales to 1.05 and back to 1 scaleX.values = @[@1.0,@1.05,@1.0]; //time percentage when the values above will be reached. //i.e. 1.05 will be reached just as half the duration has passed. scaleX.keyTimes = @[@0.0,@0.5,@1.0]; //keep repeating scaleX.repeatCount = INFINITY; //play animation backwards on repeat (not really needed since it scales back to 1) scaleX.autoreverses = YES; //ease in/out animation for more natural look scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaSEOut]; //add the animation to the view's layer [view.layer addAnimation:scaleX forKey:@"scaleXAnimation"]; //create the height-scale animation just like the width one above //but slightly increased duration so they will not animate synchronously CAKeyframeAnimation *scaleY = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.y"]; scaleY.duration = 1.5; scaleY.values = @[@1.0,@1.0]; scaleY.keyTimes = @[@0.0,@1.0]; scaleY.repeatCount = INFINITY; scaleY.autoreverses = YES; scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaSEOut]; [view.layer addAnimation:scaleY forKey:@"scaleYAnimation"];