這些例子都是CABasicAnimation的一些簡單實現的動畫,例如移動、透明度、翻轉等等。方法裏面傳入一個CALayer類或者子類就能夠了。html
下面是用swift實現的,這些方法咱們也能夠用做公共類來調用:swift
//移動動畫position func addLayerAnimationPosition(layer: CALayer) { let animation = CABasicAnimation(keyPath: "position") //開始的位置 animation.fromValue = NSValue(CGPoint: layer.position) //移動到的位置 animation.toValue = NSValue(CGPoint: CGPointMake(120, 200)) //持續時間 animation.duration = 3 //運動後的位置保持不變(layer的最後位置是toValue) animation.removedOnCompletion = false animation.fillMode = kCAFillModeForwards //添加動畫 layer.addAnimation(animation, forKey: "addLayerAnimationPosition") } //透明度 opacity func addLayerAnimationOpacity(layer: CALayer) { let animation = CABasicAnimation(keyPath: "opacity") animation.fromValue = 1 animation.toValue = 0 animation.duration = 3 layer.addAnimation(animation, forKey: "addLayerAnimationOpacity") } //變大與位置 bounds func addLayerAnimationBounds(layer:CALayer) { let animation = CABasicAnimation(keyPath: "bounds") animation.toValue = NSValue(CGRect:CGRectMake(130, 200, 140, 140)) animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBounds") } //由小變大 bounds.size func addLayerAnimationBoundsSize(layer:CALayer) { let animation = CABasicAnimation(keyPath: "bounds.size") animation.fromValue = NSValue(CGSize: layer.bounds.size) animation.toValue = NSValue(CGSize:CGSizeMake(layer.bounds.size.width+20, layer.bounds.size.height+20)) animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBoundsSize") } //改變顏色 backgroundColor func addLayerAnimationBackgroundColor(layer:CALayer) { let animation = CABasicAnimation(keyPath: "backgroundColor") animation.toValue = UIColor.blueColor().CGColor animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationMargin") } //漸變圓角 cornerRadius func addLayerAnimationCornerRadius(layer:CALayer) { let animation = CABasicAnimation(keyPath: "cornerRadius") animation.toValue = 30 animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationCornerRadius") } //改變邊框border的大小(圖形周圍邊框,border默認爲黑色), borderWidth func addLayerAnimationBorderWidth(layer:CALayer) { let animation = CABasicAnimation(keyPath: "borderWidth") animation.toValue = 10 animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBorderWidth") } //改變layer內容(圖片),注意若是想要達到改變內容的動畫效果,首先在運行動畫以前定義好layer的contents contents func addLayerAnimationContents(layer:CALayer) { let animation = CABasicAnimation(keyPath: "contents") let toImage = UIImage.init(named: "通車輛設計矢量素材-06.png")?.CGImage animation.toValue = toImage animation.duration = 3 animation.repeatCount = 1 layer.addAnimation(animation, forKey: "addLayerAnimationBounds") } //縮放、放大 transform.scale func addLayerAnimationTransformScale(layer:CALayer) { let animation = CABasicAnimation(keyPath: "transform.scale") //開始時的倍率 animation.fromValue = 1.0 //結束時的倍率 animation.toValue = 0.5 animation.duration = 3 animation.repeatCount = 1 animation.autoreverses = true layer.addAnimation(animation, forKey: "addLayerAnimationScale") } //旋轉動畫(翻轉,沿着X軸) transform.rotation.x func addLayerAnimationTranformRotationX(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.x") //旋轉180度 = PI animation.toValue = M_PI animation.duration = 3 animation.repeatCount = 1 //這裏咱們能夠添加能夠不添加,添加一個緩慢進出的動畫效果(int/out)。當不添加時,勻速運動,會使用kCAMediaTimingFunctionLinear;當添加時,layer會在開始和結束時比較緩慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationX") } //旋轉動畫(翻轉,沿着Y軸) transform.rotation.y func addLayerAnimationTranformRotationY(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.y") //旋轉180度 = PI animation.toValue = M_PI animation.duration = 3 animation.repeatCount = 1 //這裏咱們能夠添加能夠不添加,添加一個緩慢進出的動畫效果(int/out)。當不添加時,勻速運動,會使用kCAMediaTimingFunctionLinear;當添加時,layer會在開始和結束時比較緩慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationY") } //旋轉動畫(沿着Z軸) transform.rotation.z func addLayerAnimationTranformRotationZ(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.rotation.z") //旋轉360度 = PI*2 animation.toValue = M_PI*2 animation.duration = 3 animation.repeatCount = 1 //這裏咱們能夠添加能夠不添加,添加一個緩慢進出的動畫效果(int/out)。當不添加時,勻速運動,會使用kCAMediaTimingFunctionLinear;當添加時,layer會在開始和結束時比較緩慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformRotationZ") } //橫向移動(沿着X軸) transform.translation.x func addLayerAnimationTranformTranslationX(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.translation.x") animation.toValue = 20 animation.duration = 3 animation.repeatCount = 1 //這裏咱們能夠添加能夠不添加,添加一個緩慢進出的動畫效果(int/out)。當不添加時,勻速運動,會使用kCAMediaTimingFunctionLinear;當添加時,layer會在開始和結束時比較緩慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformTranslationX") } //縱向移動(沿着Y軸) transform.translation.y func addLayerAnimationTranformTranslationY(layer: CALayer) { let animation = CABasicAnimation(keyPath: "transform.translation.y") animation.toValue = 20 animation.duration = 3 animation.repeatCount = 1 //這裏咱們能夠添加能夠不添加,添加一個緩慢進出的動畫效果(int/out)。當不添加時,勻速運動,會使用kCAMediaTimingFunctionLinear;當添加時,layer會在開始和結束時比較緩慢 animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) layer.addAnimation(animation, forKey: "addLayerAnimationTranformTranslationY") }
若是咱們只要看keypath的值,咱們能夠看到下面文章動畫
http://www.cnblogs.com/alunchen/p/5300075.htmlspa
能夠關注本人的公衆號,多年經驗的原創文章共享給你們。設計