Android AnimationDrawable class implements animation effects.
Layout file xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:paddingBottom="@dimen/activity_vertical_margin" android:paddingLeft="@dimen/activity_horizontal_margin" android:paddingRight="@dimen/activity_horizontal_margin" android:paddingTop="@dimen/activity_vertical_margin" android:background="#000000" tools:context=".MainActivity" > <ImageView android:id="@+id/imageView1" android:layout_width="wrap_content" android:layout_height="wrap_content" /></RelativeLayout>
MainActivity. java
Package com. playgif; import android. app. activity; import android. graphics. drawable. animationDrawable; import android. OS. bundle; import android. widget. imageView; public class MainActivity extends Activity {ImageView imageView = null; AnimationDrawable animation = null; @ Override protected void onCreate (Bundle savedInstanceState) {super. onCreate (savedInstanceState); setContentView (R. layout. activity_main); imageView = (ImageView) findViewById (R. id. imageView1); imageView. setBackgroundResource (R. drawable. img_list); animation = (AnimationDrawable) imageView. getBackground (); // whether to start animation only once. setOneShot (false); if (animation. isRunning () {animation. stop (); // stop} animation. start (); // start }}
Img_list.xml
<?xml version="1.0" encoding="utf-8"?><animation-list xmlns:android="http://schemas.android.com/apk/res/android" > <item android:drawable="@drawable/a1" android:duration="100" /> <item android:drawable="@drawable/a2" android:duration="100" /> <item android:drawable="@drawable/a3" android:duration="100" /> <item android:drawable="@drawable/a4" android:duration="100" /> <item android:drawable="@drawable/a5" android:duration="100" /> <item android:drawable="@drawable/a6" android:duration="100" /> <item android:drawable="@drawable/a7" android:duration="100" /> <item android:drawable="@drawable/a8" android:duration="100" /> <item android:drawable="@drawable/a9" android:duration="100" /> <item android:drawable="@drawable/a10" android:duration="100" /> <item android:drawable="@drawable/a11" android:duration="100" /> <item android:drawable="@drawable/a12" android:duration="100" /> </animation-list>
Android: duration refers to latency. images to be played by polling are added to the list in sequence.
I won't talk about setting anim for android animation effects.
ImageView. getX () and getY () can locate the view.
Android does not need XML. How can I use animation in code to simultaneously scale and move images?
... Copy the Emperor upstairs...
Define an AnimationSet as (shared before onCreate)
Then you can choose whether to trigger the button or process it at the beginning ~ Trigger processing of two animations
Just write
Suofang ();
Yidong ();
As defined below ......
Private void suofang ()}
As = new AnimationSet (true); // defines a new AnimationSet
ScaleAnimation sa = new ScaleAnimation (start x coordinate scaling size, start y coordinate scaling size ,)
End x coordinate scaling size, end y coordinate scaling size, percentage of x axis, percentage of y axis) // float for all Members,
The first four scaling dimensions are 0.0 scaled to none, 1.0 normal, greater than 1.0
Sa. setDuration (animation time long type );
As. addAnimation (sa );
In this position, write the image1, button1, or another. startAnimation (as) that you define );
}
Private void yidong (){
As = new Animation (true );
TranslateAnimation ta = new TranslateAnimation (start x coordinate, start y coordinate, end x coordinate, end y coordinate );
Ta. setDuration ();
As. addAnimation (ta );
. StartAnimation (as); // do not write anything in the same area as the previous one... Relatively lazy...
}