private void drawWind(Canvas canvas,float y,float xOffset){
  float cof=(mScreenWidth + xOffset) / (LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT);
  float time=mLoadingAnimationTime;
  if (mLastAnimationTime - mLoadingAnimationTime > 0) {
    mInverseDirection=true;
    time=(LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT) - mLoadingAnimationTime;
  }
 else {
    mNewWindSet=true;
    mInverseDirection=false;
  }
  float x=(mScreenWidth - (time * cof)) + xOffset - mWindLineWidth;
  float xEnd=x + mWindLineWidth;
  canvas.drawLine(x,y,xEnd,y,mWindPaint);
}

private void drawWind ( Canvas canvas , float y , float xOffset ) { float cof = ( mScreenWidth + xOffset ) / ( LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT ) ; float time = mLoadingAnimationTime ; if ( mLastAnimationTime - mLoadingAnimationTime > 0 ) { mInverseDirection = true ; time = ( LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT ) - mLoadingAnimationTime ; } else { mNewWindSet = true ; mInverseDirection = false ; } float x = ( mScreenWidth - ( time * cof ) ) + xOffset - mWindLineWidth ; float xEnd = x + mWindLineWidth ; canvas . drawLine ( x , y , xEnd , y , mWindPaint ) ; }
draw wind on loading animation
