You can transform your canvas by time, i.e:
class MyView extends View {
int framesPerSecond = 60;
long animationDuration = 10000; // 10 seconds
Matrix matrix = new Matrix(); // transformation matrix
Path path = new Path(); // your path
Paint paint = new Paint(); // your paint
long startTime;
public MyView(Context context) {
super(context);
// start the animation:
this.startTime = System.currentTimeMillis();
this.postInvalidate();
}
@Override
protected void onDraw(Canvas canvas) {
long elapsedTime = System.currentTimeMillis() - startTime;
matrix.postRotate(30 * elapsedTime/1000); // rotate 30° every second
matrix.postTranslate(100 * elapsedTime/1000, 0); // move 100 pixels to the right
// other transformations...
canvas.concat(matrix); // call this before drawing on the canvas!!
canvas.drawPath(path, paint); // draw on canvas
if(elapsedTime < animationDuration)
this.postInvalidateDelayed( 1000 / framesPerSecond);
}
}
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