目录

44af9c0d57eb

前言

之前做了一个答题的小游戏,有一个倒计时的效果,因此就写了一个,在此记录一下方便以后使用

实现效果

44af9c0d57eb

实现原理

1.首先画一个白色的圆作为背景,然后利用Paint的setShadowLayer方法为圆形背景加一个投影,使其更有立体感。

44af9c0d57eb

2.利用Canvas的drawArc方法在这个圆的上方画一个圆环,这里需要将Paint的Style设置为Paint.Style.STROKE

44af9c0d57eb

3.用Canvas的drawText方法将倒计时的时间画到控件中心位置

44af9c0d57eb

4.最后创建一个ValueAnimator用来改变圆弧的长度和倒计时的数字,从而产生动画效果。

代码展示

/**

* 倒计时控件

*/

class TimeDownView: View {

private var mPaintRing: Paint = Paint(Paint.ANTI_ALIAS_FLAG) //环形的圆的画笔

private var mPaintCircle:Paint = Paint(Paint.ANTI_ALIAS_FLAG)//圆形背景的画笔

private var mPaintTimeText = Paint(Paint.ANTI_ALIAS_FLAG) //时间文字的画笔

private var mShadowSize = 10f//阴影大小

private var mRingWidth = 20f//圆环宽度

private var mAnimator: ValueAnimator? = null

private var mRectfRing: RectF? = null //圆环的矩形

private var mProgress = 10f //进度

private var mAngle = 90F

private var mTextBaseY = 0F//文字居中的位置

var mTimeCountDownCallBack:TimeCountDownCallBack? = null

constructor(context: Context) : super(context){

init()

}

constructor(context: Context, attrs: AttributeSet) : super(context, attrs)

{

init()

}

constructor(context: Context, attrs: AttributeSet, defStyleAttr: Int) : super(context, attrs, defStyleAttr){

init()

}

private fun init(){

setLayerType(LAYER_TYPE_SOFTWARE,null)//关闭硬件加速

mPaintCircle.color = Color.WHITE

mPaintCircle.style = Paint.Style.FILL

mPaintCircle.setShadowLayer(mShadowSize,0F,0F,Color.BLACK)

mPaintRing.color = Color.BLUE

mPaintRing.style = Paint.Style.STROKE

mPaintRing.strokeWidth = mRingWidth

mPaintTimeText.color = Color.BLACK

mPaintTimeText.textAlign = Paint.Align.CENTER

}

override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {

super.onSizeChanged(w, h, oldw, oldh)

mRingWidth = width / 10F

mPaintTimeText.strokeWidth = mRingWidth

mPaintTimeText.textSize = (width - mShadowSize - mRingWidth)/2

val ringMargen = mRingWidth/3*2

mRectfRing = RectF(ringMargen+mShadowSize,ringMargen+mShadowSize,width-ringMargen-mShadowSize,height-ringMargen-mShadowSize)

val fontMetrics = mPaintTimeText.fontMetrics

// 计算文字高度

val fontHeight = fontMetrics.bottom - fontMetrics.top

// 计算文字baseline 让文字垂直居中

mTextBaseY = height - (height - fontHeight) / 2 - fontMetrics.bottom

startAnim()

}

/**

* 开始动画

*/

fun startAnim(){

if(mAnimator!=null){

mAnimator!!.cancel()

}

mAnimator = ValueAnimator.ofFloat(11f, 1f)

mAnimator!!.duration = 10000L

//设置动画差值器,让动画为匀速动画

mAnimator!!.interpolator = LinearInterpolator()

mAnimator!!.addUpdateListener {

mProgress = it.animatedValue as Float

invalidate()

}

mAnimator!!.repeatMode = ValueAnimator.RESTART

mAnimator!!.repeatCount = ValueAnimator.INFINITE

mAnimator!!.addListener(object : AnimatorListenerAdapter(){

override fun onAnimationEnd(animation: Animator?) {

super.onAnimationEnd(animation)

}

override fun onAnimationRepeat(animation: Animator?) {

super.onAnimationRepeat(animation)

//回调倒计时重复的事件

if(mTimeCountDownCallBack!=null){

mTimeCountDownCallBack!!.onRepeat()

}

}

})

mAnimator!!.start()

}

/**

* 结束动画

*/

fun stopAnim(){

if(mAnimator!=null){

mAnimator!!.cancel()

}

}

override fun onDetachedFromWindow() {

super.onDetachedFromWindow()

mAnimator?.cancel()

}

override fun onDraw(canvas: Canvas?) {

super.onDraw(canvas)

val centerX:Float = (width / 2).toFloat()

val centerY:Float = (height / 2).toFloat()

// 画圆形背景

canvas!!.drawCircle(centerX,centerY,Math.min(centerX,centerY)-mShadowSize,mPaintCircle)

//画圆环

canvas.drawArc(mRectfRing!!,0F - mAngle,-36F*(mProgress-1),false,mPaintRing)

canvas.drawText("${mProgress.toInt()}",centerX,mTextBaseY,mPaintTimeText)

}

/**

* 倒计时结束的时候的回调

*/

interface TimeCountDownCallBack{

fun onRepeat()

}

}

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