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React Native Academy · 课时

弹簧与衰减动画

使用 Animated.spring 创建基于物理效果的弹跳运动,调整张力和摩擦力参数,并应用 Animated.decay 实现基于惯性的滚动效果。

弹簧与衰减动画 是 CoddyKit 上的免费 React Native Academy 课时。 这是第 2 节课,共 4 节。 你可以在下方免费阅读本课时的完整内容 — 然后在浏览器中使用内置代码编辑器和全天候 AI 导师进行实践。 这是 React Native Academy 学习路径的一部分,你的进度在网页和 CoddyKit 应用中同步。 React Native Academy 课程共包含 4 节课。

本课时的部分内容尚未翻译,以英文显示。

Beyond Linear: Physics-Based Motion

Linear timing animations feel mechanical because real-world objects rarely move at a constant speed. Physics-based animations simulate natural forces like springs and momentum, making UI motion feel alive and natural. React Native's Animated API provides two physics engines: Animated.spring for elastic bounce and Animated.decay for momentum-based deceleration.

Choosing the right animation type dramatically affects perceived quality. Timing suits opacity fades; spring suits interactive elements like buttons and cards; decay suits swipe-to-dismiss gestures.

Animated.spring: Bouncy Motion

Animated.spring simulates a spring pulling a value toward a target. The value overshoots the target and oscillates until it settles — the classic bouncy effect. At minimum you provide toValue and useNativeDriver.

Spring animations feel natural for elements that respond to user interaction, such as a button scaling up on press or a modal sliding in from below. The default spring parameters are already tuned to feel good on mobile, but you can customize them.

import { Animated } from 'react-native';
import { useRef } from 'react';

const scale = useRef(new Animated.Value(0)).current;

Animated.spring(scale, {
  toValue: 1,
  useNativeDriver: true,
}).start();

Tuning Spring with Tension and Friction

The feel of a spring animation is controlled by two parameters: tension and friction. Tension controls how fast the spring pulls toward the target — higher tension means faster, snappier motion. Friction controls how quickly the oscillations dampen out — lower friction means more bouncing.

The default tension is 40 and friction is 7. For a quick, responsive feel try tension 100, friction 10. For a slow, wobbly effect try tension 20, friction 3. Experiment to find the right feel for your UI.

Animated.spring(scale, {
  toValue: 1,
  tension: 100,    // higher = snappier
  friction: 10,    // higher = less bouncy
  useNativeDriver: true,
}).start();

// Wobbly alternative:
Animated.spring(scale, {
  toValue: 1,
  tension: 20,
  friction: 3,
  useNativeDriver: true,
}).start();

Spring with Stiffness, Mass, and Damping

React Native also supports a more physics-accurate spring model using stiffness, mass, and damping. These correspond to physical properties of a spring system — stiffness is the spring constant, mass is the object weight, and damping is the drag coefficient.

This model is compatible with iOS UIKit spring animations and Framer Motion on the web, making it easier to match animations designed in prototyping tools. Use either the tension/friction model or the stiffness/mass/damping model — not both at once.

Animated.spring(translateY, {
  toValue: 0,
  stiffness: 120,
  mass: 1,
  damping: 14,
  useNativeDriver: true,
}).start();

Building a Spring Button Press Effect

A common spring animation pattern is scaling a button down slightly on press and back to full size on release, giving satisfying tactile feedback. Use Pressable with onPressIn and onPressOut to trigger spring animations on the scale value.

The quick spring-down on press and spring-back on release makes buttons feel physical and responsive. This is more satisfying than a simple opacity change and is widely used in polished mobile apps.

const scale = useRef(new Animated.Value(1)).current;

const onPressIn = () => {
  Animated.spring(scale, { toValue: 0.9, useNativeDriver: true }).start();
};
const onPressOut = () => {
  Animated.spring(scale, { toValue: 1, useNativeDriver: true }).start();
};

return (
  <Pressable onPressIn={onPressIn} onPressOut={onPressOut}>
    <Animated.View style={{ transform: [{ scale }] }}>
      <Text>Press Me</Text>
    </Animated.View>
  </Pressable>
);

What Is Animated.decay?

Animated.decay simulates momentum: it starts a value moving at a given velocity and gradually slows it down over time, as if friction were acting on it. There is no target value — the animation runs until momentum runs out.

Decay is the natural complement to swipe gestures. When a user flicks a card or list, the release velocity from the gesture feeds directly into a decay animation, making the element continue moving and decelerate naturally — exactly how mobile apps behaved before digital UI.

// velocity is obtained from a gesture handler's onGestureEvent
Animated.decay(position, {
  velocity: 0.8,       // initial velocity (pixels per millisecond)
  deceleration: 0.997, // how quickly momentum fades (0-1)
  useNativeDriver: true,
}).start();

Decay After a Swipe Gesture

The typical decay pattern: track the finger position during a pan gesture, and when the finger lifts pass the final velocity from the gesture to Animated.decay. The deceleration value (default 0.997) controls how quickly the item slows — closer to 1 means longer glide, closer to 0 means quick stop.

After decay finishes, you typically snap the item to a final state using a spring animation if needed (e.g., snapping a card back to center or to a dismissed position).

// In a PanResponder onPanResponderRelease:
onPanResponderRelease: (evt, gestureState) => {
  Animated.decay(position, {
    velocity: gestureState.vx, // velocity at finger lift
    deceleration: 0.997,
    useNativeDriver: true,
  }).start(({ finished }) => {
    if (finished) {
      // optionally snap to final position
    }
  });
}

Comparing Spring, Decay, and Timing

Understanding when to use each animation type is key to natural-feeling UI:

  • Animated.timing — predictable, fixed duration. Best for UI feedback like opacity changes and progress bars where exact timing matters.
  • Animated.spring — elastic, overshoots target. Best for responsive interactive elements like buttons, cards, and modal entrances.
  • Animated.decay — momentum-based, no fixed end. Best for continuing motion after gesture releases like swipes and flicks.

Using velocity from User Interaction

Springs also have a velocity parameter that sets the initial velocity of the spring, making them connect naturally to gesture motion. When a user drags a card and releases, you can start a spring with the gesture's velocity to continue the motion smoothly.

This creates a seamless handoff between gesture and animation — the card feels like it was thrown by the user's hand rather than teleported to its resting position.

// After a pan gesture releases:
onPanResponderRelease: (evt, { vx, vy }) => {
  Animated.spring(position, {
    toValue: { x: 0, y: 0 }, // snap back to center
    velocity: { x: vx, y: vy },
    tension: 50,
    friction: 8,
    useNativeDriver: true,
  }).start();
}

Spring with Animated.ValueXY

Animated.ValueXY is a convenience wrapper that holds a pair of Animated.Values for x and y coordinates. It simplifies 2D animations like dragging cards. Spring and decay both work with ValueXY, and it has helper methods like getTranslateTransform() to produce the transform array automatically.

ValueXY reduces boilerplate when you need to animate an element's position in 2D space, as you don't need to manage two separate Animated.Values manually.

const position = useRef(new Animated.ValueXY({ x: 0, y: -200 })).current;

useEffect(() => {
  Animated.spring(position, {
    toValue: { x: 0, y: 0 },
    useNativeDriver: true,
  }).start();
}, []);

return (
  <Animated.View style={position.getTranslateTransform()}>
    <Text>Falls into place</Text>
  </Animated.View>
);

Resetting Animated Values

You can reset an Animated.Value to its initial state by calling .setValue(initialValue). This is useful before re-running an animation — for example, resetting a scale to 0 before running another pop-in spring, or resetting position before replaying an entry animation.

Always reset synchronously before starting the animation to avoid a flash. Call setValue inside the same event handler or useEffect, immediately followed by Animated.spring(...).start().

function replay() {
  // Reset to start position
  scale.setValue(0);
  // Then spring to final position
  Animated.spring(scale, {
    toValue: 1,
    tension: 80,
    friction: 8,
    useNativeDriver: true,
  }).start();
}

Quick Check

Test your understanding of React Native Mobile Development concepts from this lesson.

Lesson Recap

In this lesson you learned: Animated.spring creates physics-based bouncy motion tuned with tension and friction, Animated.decay simulates momentum-based deceleration from a starting velocity, and each animation type suits different interaction patterns — spring for tap feedback, decay for gesture release. Next up we explore composing multiple animations in parallel and sequence.

常见问题解答

「弹簧与衰减动画」课时是免费的吗?

是的 — 「弹簧与衰减动画」的完整文本可在网页上免费阅读。要进行交互式练习(内置代码编辑器和全天候 AI 导师)并解锁 React Native Academy 课程的其余内容,请升级到 CoddyKit PRO。 React Native Academy 课程共包含 4 节课。

「弹簧与衰减动画」这节课中我会学到什么?

使用 Animated.spring 创建基于物理效果的弹跳运动,调整张力和摩擦力参数,并应用 Animated.decay 实现基于惯性的滚动效果。 你通过在浏览器中直接运行的动手代码来练习 React Native Academy,全天候 AI 导师会在你学习这节课的过程中回答你的问题。

学习 React Native Academy 需要有经验吗?

无需任何先前经验。CoddyKit 上的 React Native Academy 课程适合初学者到高级学习者,你可以从这里开始或从头开始,按照自己的节奏学习。 这是第 2 节课,共 4 节。

「弹簧与衰减动画」课时需要多长时间?

大多数 CoddyKit 课程大约需要 5–10 分钟。每节课都很精短且互动,所以你能稳步进步,并在网页和应用中从离开的地方继续。

我能在这节 React Native Academy 课中编写并运行代码吗?

能。每节 React Native Academy 课都包含内置代码编辑器,你可以在浏览器中直接编写并运行真实代码,并获得即时 AI 反馈 — 无需本地设置。

此课程中的所有课时

  1. Animated.Value 与 Animated.View
  2. 弹簧与衰减动画
  3. 并行与按顺序运行动画多个属性
  4. 使用 useNativeDriver 实现 60fps 动画
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