How do you avoid janky animation when using CATransform3DRotate in iOS? - ios

I have added the code for it below, basically the animation works where I can have it animate on touching certain points but the issue is that after animation it starts transforming in a weird way. The motion animation on the other hand works fine as you move the device. I am trying to figure out how to prevent it from going from 3D to that flat image that appears afterwords.
class ViewController: UIViewController {
var redView: SpecialView!
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
redView = SpecialView()
redView.backgroundColor = .black
view.addSubview(redView)
let label = UILabel()
label.text = "Some Text"
label.textColor = .white
label.translatesAutoresizingMaskIntoConstraints = false
redView.addSubview(label)
let label2 = UILabel()
label2.text = "Some Description"
label2.textColor = .white
label2.numberOfLines = 0
label2.translatesAutoresizingMaskIntoConstraints = false
redView.addSubview(label2)
redView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
label.trailingAnchor.constraint(equalTo: redView.trailingAnchor),
label.topAnchor.constraint(equalTo: redView.topAnchor, constant: 20),
label.leadingAnchor.constraint(equalTo: redView.leadingAnchor, constant: 20),
label2.trailingAnchor.constraint(equalTo: label.trailingAnchor),
label2.topAnchor.constraint(equalTo: label.bottomAnchor, constant: 20),
label2.leadingAnchor.constraint(equalTo: label.leadingAnchor),
redView.heightAnchor.constraint(equalToConstant: 150),
redView.widthAnchor.constraint(equalTo: redView.heightAnchor),
redView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
redView.centerYAnchor.constraint(equalTo: view.centerYAnchor)
])
addParallaxToView(vw: redView)
}
}
final class SpecialView: UIView {
func findCorner(from point: CGPoint) -> SPPerspectiveHighlightCorner? {
let width = bounds.width
let height = bounds.height
let mediumXLeft = width/4
let mediumXRight = width/2 + width/4
let mediumYTop = height/4
let mediumYBot = height/2 + height/4
switch (point.x, point.y) {
case (0...mediumXLeft, 0...mediumYTop):
return .topLeft
case (mediumXLeft...mediumXRight, 0...mediumYTop):
return .topMedium
case (mediumXRight...width, 0...mediumYTop):
return .topRight
case (0...mediumXLeft, mediumYTop...mediumYBot):
return .mediumLeft
case (mediumXRight...width, mediumYTop...mediumYBot):
return .mediumRight
case (0...mediumXLeft, mediumYBot...height):
return .bottomLeft
case (mediumXLeft...mediumXRight, mediumYBot...height):
return .bottomMedium
case (mediumXRight...width, mediumYBot...height):
return .bottomRight
default:
return nil
}
}
fileprivate func makeVector(for corner: SPPerspectiveHighlightCorner, step: CGFloat) -> Vector {
switch corner {
case .topMedium: return Vector(x: step * 2, y: 0, z: 0)
case .topRight: return Vector(x: step, y: step, z: 0)
case .mediumRight: return Vector(x: 0, y: step * 2, z: 0)
case .bottomRight: return Vector(x: -step, y: step, z: 0)
case .bottomMedium: return Vector(x: -step * 2, y: 0, z: 0)
case .bottomLeft: return Vector(x: -step, y: -step, z: 0)
case .mediumLeft: return Vector(x: 0, y: -step * 2, z: 0)
case .topLeft: return Vector(x: step, y: -step, z: 0)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
startMoving(touches: touches)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
startMoving(touches: touches)
}
func startMoving(touches: Set<UITouch>) {
guard let location = touches.first?.location(in: self) else { return }
var identity = CATransform3DIdentity
identity.m34 = -1 / 500.0
guard let highlightCorner = findCorner(from: location) else { return }
let corner = makeVector(for: highlightCorner, step: 3.14)
print(corner)
UIView.animate(withDuration: 0.5) {
self.layer.transform = CATransform3DRotate(identity, (10 * .pi) / 180, corner.x, corner.y, corner.z)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
var identity = CATransform3DIdentity
identity.m34 = -1 / 500.0
UIView.animate(withDuration: 1) {
self.layer.transform = CATransform3DRotate(identity, (0 * .pi) / 180, 1.0, 0.0, 0.0)
}
}
}
func addParallaxToView(vw: UIView) {
var identity = CATransform3DIdentity
identity.m34 = -1 / 500.0
let minimum = CATransform3DRotate(identity, (315 * .pi) / 180, 1.0, 0.0, 0.0)
let maximum = CATransform3DRotate(identity, (45 * .pi) / 180, 1.0, 0.0, 0.0)
let minimum2 = CATransform3DRotate(identity, (135 * .pi) / 90, 0, 1, 0.0)
let maximum2 = CATransform3DRotate(identity, (225 * .pi) / 90, 0, 1, 0.0)
vw.layer.transform = identity
let effect = UIInterpolatingMotionEffect(
keyPath: "layer.transform",
type: .tiltAlongVerticalAxis)
effect.minimumRelativeValue = minimum
effect.maximumRelativeValue = maximum
let effect2 = UIInterpolatingMotionEffect(
keyPath: "layer.transform",
type: .tiltAlongHorizontalAxis)
effect2.minimumRelativeValue = minimum2
effect2.maximumRelativeValue = maximum2
let groupMotion = UIMotionEffectGroup()
groupMotion.motionEffects = [effect, effect2]
vw.addMotionEffect(groupMotion)
}
struct Vector {
public var x: CGFloat
public var y: CGFloat
public var z: CGFloat
}

Seems like removing the motion effect fixed it. Seems very odd that I was facing this issue on the simulator.

Related

Ball path not following semi-circle exactly

Bit stumped here.
First of all, here is what's going on:
As you can see, my ball is not following the curved quarter-circle path exactly, but vaguely.
Here is the code creating the quarter-circle (p.s. - my container view is 294 units tall and wide):
let startAngle = CGFloat(Double.pi * 2) // top of circle
let endAngle = startAngle + 2 * Double.pi * 0.25
view.layoutIfNeeded()
smallCircleView.parentVC = self
smallCircleView.layer.cornerRadius = 45/2
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 0, y: 0), radius: containerView.frame.self.width, startAngle: startAngle, endAngle: endAngle, clockwise: true)
And here is the code shifting the ball around:
func shiftSmallCircleView(newX : CGFloat){
smallCircleViewLeadingConstraint.constant = newX
let angle = (newX/containerView.frame.self.width)*90 + 180
let y = containerView.frame.size.width * cos((Double.pi * 2 * angle) / 360)
smallCircleViewBottomConstraint.constant = y + containerView.frame.origin.y
}
Since I'm using the cos function, should the ball's path be identical to the original quarter-circle path? How can they be similar but not identical?
Edit:
New outcome with updated code:
let angle = (distanceDelta/containerView.frame.self.width) * -90.0
containerView.transform = CGAffineTransform.init(rotationAngle: angle * Double.pi/180)
Most recent edit:
let angle = (distanceDelta/pathContainerView.frame.self.width) * .pi / -180.0
containerView.transform = CGAffineTransform.init(rotationAngle: angle)
All code:
class SmallCircleView : UIView {
var parentVC : ViewController!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as? UITouch {
let point = touch.location(in: self)
}
super.touchesBegan(touches, with: event)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as? UITouch {
let point = touch.location(in: self.superview)=
parentVC.shiftSmallCircleView(distanceDelta: point.x)=
}
}
}
class ViewController: UIViewController {
#IBOutlet var containerView : UIView!
#IBOutlet var pathContainerView : UIView!
#IBOutlet var smallCircleView : SmallCircleView!
#IBOutlet var smallCircleViewLeadingConstraint : NSLayoutConstraint!
#IBOutlet var smallCircleViewBottomConstraint : NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let startAngle = CGFloat(Double.pi * 2) // top of circle
let endAngle = startAngle + 2 * Double.pi * 0.25
view.layoutIfNeeded()
smallCircleView.parentVC = self
smallCircleView.layer.cornerRadius = 45/2
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 0, y: 0), radius: pathContainerView.frame.self.width, startAngle: startAngle, endAngle: endAngle, clockwise: true)
let shapeLayer = CAShapeLayer()
// The Bezier path that we made needs to be converted to
// a CGPath before it can be used on a layer.
shapeLayer.path = circlePath.cgPath
// apply other properties related to the path
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.fillColor = UIColor.white.cgColor
shapeLayer.lineWidth = 1.0
shapeLayer.position = CGPoint(x: 0, y: 0)
// add the new layer to our custom view
pathContainerView.layer.addSublayer(shapeLayer)
containerView.bringSubviewToFront(smallCircleView)
}
func shiftSmallCircleView(distanceDelta : CGFloat){
let degrees = min(1, (distanceDelta/pathContainerView.frame.size.width)) * -90
containerView.transform = CGAffineTransform.init(rotationAngle: degrees * M_PI/180)
}
}
I’m on my phone right now and so I can’t provide the code but there is a much much easier way to do this. Don’t bother trying to work out what coordinates the ball needs to be at. Just place the ball into a rectangular view with the centre of this view being at the centre of your circle and the ball being on the path. (Make the container view invisible).
Now… rotate the container view.
That’s it.
Because the ball is a child of the view it will be moved as part of the rotation. And the movement will follow a circle centred around the point of rotation. Which is the centre of the container view.
Example
I made a quick example to show what I mean. In essence... cheat. Don't actually do the hard maths to work out where the ball will be. Use methods to make it look the same in an easier way...
Here is my storyboard...
And the code...
class ViewController: UIViewController {
#IBOutlet weak var containerView: UIView!
#IBOutlet weak var circleView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
circleView.layer.cornerRadius = 20
}
#IBAction func sliderChanged(_ sender: UISlider) {
let rotationAngle = sender.value * .pi / 180
containerView.transform = CGAffineTransform(rotationAngle: CGFloat(rotationAngle))
}
}
And an animation...
And if you make the container background clear...
To answer your original question...
I haven't double-checked your math, but this is another method of positioning your "small circle" view.
Using these two "helper" extensions:
extension CGPoint {
static func pointOnCircle(center: CGPoint, radius: CGFloat, angle: CGFloat) -> CGPoint {
let x = center.x + radius * cos(angle)
let y = center.y + radius * sin(angle)
return CGPoint(x: x, y: y)
}
}
extension CGFloat {
var degreesToRadians: Self { self * .pi / 180 }
var radiansToDegrees: Self { self * 180 / .pi }
}
We can find the point on the arc for a given angle like this:
let arcCenter: CGPoint = .zero
let radius: CGFloat = 250
let degree: CGFloat = 45
let p = CGPoint.pointOnCircle(center: arcCenter, radius: radius, angle: degree.degreesToRadians)
We can then move the "ball" to that point:
circleView.center = p
To get the circle view to "roll along the inside" of the arc, we use the same center point, but decrease the radius of the arc by the radius of the circle (half the width of the view).
If you want to use that approach (rather than rotating a view with the circle in the corner), here is some example code.
Start with our extensions, an enum, and a "small circle view":
extension CGPoint {
static func pointOnCircle(center: CGPoint, radius: CGFloat, angle: CGFloat) -> CGPoint {
let x = center.x + radius * cos(angle)
let y = center.y + radius * sin(angle)
return CGPoint(x: x, y: y)
}
}
extension CGFloat {
var degreesToRadians: Self { self * .pi / 180 }
var radiansToDegrees: Self { self * 180 / .pi }
}
enum FollowType: Int {
case inside, center, outside
}
class SmallCircleView : UIView {
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.size.height / 2.0
}
}
Next, a UIView subclass that will handle drawing the arc, adding the circle subview, and it will use a UIViewPropertyAnimator with key frames to make it interactive:
class FollowArcView: UIView {
public var circleColor: UIColor = .red {
didSet {
circleView.backgroundColor = circleColor
}
}
public var arcColor: UIColor = .blue { didSet { setNeedsLayout() } }
public var arcLineWidth: CGFloat = 1 { didSet { setNeedsLayout() } }
public var arcInset: CGFloat = 0 { didSet { setNeedsLayout() } }
public var circleRadius: CGFloat = 25 { didSet { setNeedsLayout() } }
public var followType: FollowType = .inside { didSet { setNeedsLayout() } }
public var fractionComplete: CGFloat = 0 {
didSet {
if animator != nil {
animator.fractionComplete = fractionComplete
}
}
}
private let circleView = SmallCircleView()
private let arcLayer = CAShapeLayer()
private var animator: UIViewPropertyAnimator!
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
arcLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(arcLayer)
circleView.frame = CGRect(x: 0, y: 0, width: circleRadius * 2.0, height: circleRadius * 2.0)
circleView.backgroundColor = circleColor
addSubview(circleView)
}
override func layoutSubviews() {
super.layoutSubviews()
var curFraction: CGFloat = 0
// we may be changing properties (such as arc color, inset, etc)
// after we've moved the circleView, so
// save the current .fractionComplete
if animator != nil {
curFraction = animator.fractionComplete
animator.stopAnimation(true)
}
// these properties can be changed after initial view setup
arcLayer.lineWidth = arcLineWidth
arcLayer.strokeColor = arcColor.cgColor
circleView.frame.size = CGSize(width: circleRadius * 2.0, height: circleRadius * 2.0)
let arcCenter = CGPoint(x: arcInset, y: arcInset)
let arcRadius = bounds.width - (arcInset * 2.0)
let followRadius = followType == .inside ? arcRadius - circleRadius : followType == .center ? arcRadius : arcRadius + circleRadius
let pth = UIBezierPath(arcCenter: arcCenter, radius: arcRadius, startAngle: .pi * 0.5, endAngle: 0, clockwise: false)
arcLayer.path = pth.cgPath
let p = CGPoint.pointOnCircle(center: arcCenter, radius: followRadius, angle: CGFloat(90).degreesToRadians)
circleView.center = p
// the animator will take the current position of the circleView
// as Frame 0, so we need to let UIKit update the circleView's position
// before setting up the animator
DispatchQueue.main.async {
self.setupAnim()
self.animator.fractionComplete = curFraction
}
}
private func setupAnim() {
if animator != nil {
animator.stopAnimation(true)
}
// starting point
var startDegrees: CGFloat = 90
// ending point
let endDegrees: CGFloat = 0
// we'll be using percentages
let numSteps: CGFloat = 100
let arcCenter = CGPoint(x: arcInset, y: arcInset)
let arcRadius = bounds.width - (arcInset * 2.0)
let followRadius = followType == .inside ? arcRadius - circleRadius : followType == .center ? arcRadius : arcRadius + circleRadius
animator = UIViewPropertyAnimator(duration: 0.3, curve: .linear)
animator.addAnimations {
UIView.animateKeyframes(withDuration: 0.1, delay: 0.0, animations: {
let stepDegrees: Double = (startDegrees - endDegrees) / Double(numSteps)
for i in 1...Int(numSteps) {
// decrement degrees by step value
startDegrees -= stepDegrees
// get point on discPathRadius circle
let p = CGPoint.pointOnCircle(center: arcCenter, radius: followRadius, angle: startDegrees.degreesToRadians)
// duration is 1 divided by number of steps
let duration = 1.0 / Double(numSteps)
// start time for this frame is duration * this step
let startTime = duration * Double(i)
// add the keyframe
UIView.addKeyframe(withRelativeStartTime: startTime, relativeDuration: duration) {
self.circleView.center = p
}
}
})
}
// start and immediately pause the animation
animator.startAnimation()
animator.pauseAnimation()
}
}
and an example controller class:
class FollowArcVC: UIViewController {
let followArcView = FollowArcView()
override func viewDidLoad() {
super.viewDidLoad()
let slider = UISlider()
let typeControl = UISegmentedControl(items: ["Inside", "Center", "Outside"])
[followArcView, typeControl, slider].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
followArcView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
followArcView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
followArcView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
// 1:1 ratio (square)
followArcView.heightAnchor.constraint(equalTo: followArcView.widthAnchor),
typeControl.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
typeControl.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
typeControl.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
slider.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: -20.0),
slider.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
slider.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
])
typeControl.selectedSegmentIndex = 0
typeControl.addTarget(self, action: #selector(typeChanged(_:)), for: .valueChanged)
slider.addTarget(self, action: #selector(sliderChanged(_:)), for: .valueChanged)
// if we want to see the view frame
//followArcView.backgroundColor = .yellow
}
#objc func typeChanged(_ sender: UISegmentedControl) -> Void {
switch sender.selectedSegmentIndex {
case 0:
followArcView.followType = .inside
case 1:
followArcView.followType = .center
case 2:
followArcView.followType = .outside
default:
()
}
}
#objc func sliderChanged(_ sender: Any?) {
guard let sldr = sender as? UISlider else { return }
followArcView.fractionComplete = CGFloat(sldr.value)
}
}
The result:
Edit
After playing around a bit, this is another way to interactively follow the path -- it uses layer path animation, and avoids the need to manually calculate keyframe positions.
Works with the same sample view controller as above - just replace the FollowArcView class:
class FollowArcView: UIView {
public var circleColor: UIColor = .red {
didSet {
circleView.backgroundColor = circleColor
}
}
public var arcColor: UIColor = .blue {
didSet {
arcLayer.strokeColor = arcColor.cgColor
}
}
public var arcLineWidth: CGFloat = 1 {
didSet {
arcLayer.lineWidth = arcLineWidth
}
}
public var arcInset: CGFloat = 0 { didSet { setNeedsLayout() } }
public var circleRadius: CGFloat = 25 { didSet { setNeedsLayout() } }
public var followType: FollowType = .inside { didSet { setNeedsLayout() } }
public var fractionComplete: CGFloat = 0 {
didSet {
circleView.layer.timeOffset = CFTimeInterval(fractionComplete)
}
}
private let circleView = SmallCircleView()
private let arcLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
arcLayer.fillColor = UIColor.clear.cgColor
arcLayer.lineWidth = arcLineWidth
arcLayer.strokeColor = arcColor.cgColor
layer.addSublayer(arcLayer)
circleView.frame = CGRect(x: 0, y: 0, width: circleRadius * 2.0, height: circleRadius * 2.0)
circleView.backgroundColor = circleColor
addSubview(circleView)
}
override func layoutSubviews() {
super.layoutSubviews()
circleView.frame.size = CGSize(width: circleRadius * 2.0, height: circleRadius * 2.0)
let arcCenter = CGPoint(x: arcInset, y: arcInset)
let arcRadius = bounds.width - (arcInset * 2.0)
let pth = UIBezierPath(arcCenter: arcCenter, radius: arcRadius, startAngle: .pi * 0.5, endAngle: 0, clockwise: false)
arcLayer.path = pth.cgPath
self.setupAnim()
}
private func setupAnim() {
let arcCenter = CGPoint(x: arcInset, y: arcInset)
let arcRadius = bounds.width - (arcInset * 2.0)
let followRadius = followType == .inside ? arcRadius - circleRadius : followType == .center ? arcRadius : arcRadius + circleRadius
let pth = UIBezierPath(arcCenter: arcCenter, radius: followRadius, startAngle: .pi * 0.5, endAngle: 0, clockwise: false)
let animation = CAKeyframeAnimation(keyPath: #keyPath(CALayer.position))
animation.duration = 1
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
animation.path = pth.cgPath
circleView.layer.speed = 0
circleView.layer.timeOffset = 0
circleView.layer.add(animation, forKey: "PathAnim")
DispatchQueue.main.async {
self.circleView.layer.timeOffset = self.fractionComplete
}
}
}

iOS 13 breaks UIViewPropertyAnimator transition

We have a broken transition in WeatherKit only reproducible on iOS 13 beta. We're unsure if this is an UIKit bug or we're doing something awfully wrong.
With an array of UIViewPropertyAnimator working before iOS 13, ever since iOS 13 (through all of the betas) the animation frame is not updating correctly. For example, I have an UIViewPropertyAnimator called labelAnimator which animates a label to some specific CGRect, that CGRect is not respected and the label animates somewhere else as shown in the video.
Curious enough, if I mess around with the order of the transitions in the array, the bottom sheet works fine and the only one that animates wrong is the temperature label.
Here's the code that animates that whole view:
class MainView: UIViewController {
var panGesture = UIPanGestureRecognizer()
var tapGesture = UITapGestureRecognizer()
let animationDuration: TimeInterval = 0.75
var diff: CGFloat = 150
#IBOutlet weak var gradientView: GradientView!
#IBOutlet weak var detailedViewContainer: UIView!
#IBOutlet weak var blurView: UIVisualEffectView!
override func viewDidLoad() {
self.panGesture.addTarget(self, action: #selector(MainView.handlePanGesture(gesture:)))
self.detailedViewContainer.addGestureRecognizer(self.panGesture)
self.tapGesture.addTarget(self, action: #selector(MainView.handleTapGesture(gesture:)))
self.detailedViewContainer.addGestureRecognizer(self.tapGesture)
}
enum PanelState {
case expanded
case collapsed
}
var nextState: PanelState {
return panelIsVisible ? .collapsed : .expanded
}
var panelIsVisible: Bool = false
var runningAnimations = [UIViewPropertyAnimator]()
var animationProgressWhenInterrupted: CGFloat = 0.0
#objc func handleTapGesture(gesture: UITapGestureRecognizer) {
switch gesture.state {
case .ended:
tapAnimation()
default: break
}
}
#objc func tapAnimation(){
self.panGesture.isEnabled = false
self.tapGesture.isEnabled = false
startInteractiveTransition(state: nextState, duration: animationDuration)
updateInteractiveTransition(fractionComplete: 0)
let linearTiming = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.8, y: -0.16), controlPoint2: CGPoint(x: 0.22, y: 1.18))
continueInteractiveTransition(timingParameters: linearTiming){
self.panGesture.isEnabled = true
self.tapGesture.isEnabled = true
}
}
#objc func handlePanGesture(gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
if !panelIsVisible ? gesture.velocity(in: nil).y < 0 : gesture.velocity(in: nil).y > 0 {
startInteractiveTransition(state: nextState, duration: animationDuration)
}
case .changed:
let translation = gesture.translation(in: self.detailedViewContainer)
var fractionComplete = (translation.y / view.bounds.height * 2)
fractionComplete = !panelIsVisible ? -fractionComplete : fractionComplete
updateInteractiveTransition(fractionComplete: fractionComplete)
case .ended:
let linearTiming = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.8, y: -0.16), controlPoint2: CGPoint(x: 0.22, y: 1.18))
continueInteractiveTransition(timingParameters: linearTiming) {
self.panGesture.isEnabled = true
self.tapGesture.isEnabled = true
}
NotificationCenter.default.post(name: .resetHeaders, object: nil)
NotificationCenter.default.post(name: .disableScrolling, object: nil, userInfo: ["isDisabled": nextState == .collapsed])
default:
break
}
}
// MARK: - Animations
func animateTransitionIfNeeded(state: PanelState, duration: TimeInterval) {
if runningAnimations.isEmpty {
// MARK: Frame
var linearTiming = UICubicTimingParameters(animationCurve: .easeOut)
linearTiming = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.1, y: 0.1), controlPoint2: CGPoint(x: 0.1, y: 0.1))
let frameAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: linearTiming)
frameAnimator.addAnimations {
switch state {
case .expanded:
self.detailedViewContainer.frame = CGRect(x: 0, y: self.diff, width: self.view.bounds.width, height: self.view.bounds.height - self.diff)
case .collapsed:
self.detailedViewContainer.frame = CGRect(x: 0, y: self.view.bounds.height - self.view.safeAreaInsets.bottom - 165, width: self.view.bounds.width, height: 200)
}
}
// MARK: Arrow
let arrowAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: linearTiming)
arrowAnimator.addAnimations {
switch state {
case .expanded:
self.leftArrowPath.transform = CGAffineTransform(rotationAngle: 15 * CGFloat.pi / 180)
self.rightArrowPath.transform = CGAffineTransform(rotationAngle: 15 * -CGFloat.pi / 180)
case .collapsed:
self.leftArrowPath.transform = CGAffineTransform(rotationAngle: 15 * -CGFloat.pi / 180)
self.rightArrowPath.transform = CGAffineTransform(rotationAngle: 15 * CGFloat.pi / 180)
}
self.leftArrowPath.center.y = self.detailedViewContainer.frame.origin.y + 15
self.rightArrowPath.center.y = self.detailedViewContainer.frame.origin.y + 15
}
// MARK: Scale
let radiusAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: linearTiming)
radiusAnimator.addAnimations{
switch state {
case .expanded:
self.gradientView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
self.gradientView.layer.maskedCorners = [.layerMaxXMinYCorner,.layerMinXMinYCorner]
self.gradientView.layer.cornerRadius = dataS.hasTopNotch ? 20 : 14
case .collapsed:
self.gradientView.transform = CGAffineTransform.identity
self.gradientView.layer.maskedCorners = [.layerMaxXMinYCorner,.layerMinXMinYCorner]
self.gradientView.layer.cornerRadius = 0
}
}
// MARK: Blur
let blurTiming = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.5, y: 0.25), controlPoint2: CGPoint(x: 0.5, y: 0.75))
let blurAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: blurTiming)
blurAnimator.addAnimations {
switch state {
case .expanded:
self.blurView.effect = UIBlurEffect(style: .dark)
case .collapsed:
self.blurView.effect = nil
}
}
// MARK: Text
let textAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: linearTiming)
textAnimator.addAnimations({
switch state{
case .expanded:
self.tempLabel.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
self.tempLabel.frame = CGRect(origin: CGPoint(x: 15, y: self.diff / 2 - self.tempLabel.frame.height / 2), size: self.tempLabel.frame.size)
self.descriptionLabel.transform = CGAffineTransform(scaleX: 0.8, y: 0.8)
self.descriptionLabel.alpha = 0
self.descriptionLabel.transform = CGAffineTransform(translationX: 0, y: -100)
self.summaryLabel.frame = CGRect(origin: CGPoint(x: self.blurView.contentView.center.x, y: 10), size: self.summaryLabel.frame.size)
case .collapsed:
self.descriptionLabel.transform = CGAffineTransform.identity
self.descriptionLabel.alpha = 1
self.tempLabel.transform = CGAffineTransform.identity
self.tempLabel.frame = CGRect(origin: CGPoint(x: 15, y: self.view.frame.height / 2 - self.tempLabel.frame.height / 2 - 30), size: self.tempLabel.frame.size)
self.summaryLabel.frame = CGRect(origin: CGPoint(x: self.blurView.contentView.center.x, y: self.tempLabel.center.y - self.summaryLabel.frame.height / 2), size: self.summaryLabel.frame.size)
}
}, delayFactor: 0.0)
let summaryLabelTiming = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.05, y: 0.95), controlPoint2: CGPoint(x: 0.15, y: 0.95))
let summaryLabelTimingReverse = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.95, y: 0.5), controlPoint2: CGPoint(x: 0.85, y: 0.05))
// MARK: Summary Label
let summaryLabelAnimator = UIViewPropertyAnimator(duration: duration, timingParameters: state == .collapsed ? summaryLabelTiming : summaryLabelTimingReverse)
summaryLabelAnimator.addAnimations {
switch state{
case .expanded:
self.summaryLabel.alpha = 1
case .collapsed:
self.summaryLabel.alpha = 0
}
}
radiusAnimator.startAnimation()
runningAnimations.append(radiusAnimator)
blurAnimator.scrubsLinearly = false
blurAnimator.startAnimation()
runningAnimations.append(blurAnimator)
summaryLabelAnimator.scrubsLinearly = false
summaryLabelAnimator.startAnimation()
runningAnimations.append(summaryLabelAnimator)
frameAnimator.startAnimation()
runningAnimations.append(frameAnimator)
textAnimator.startAnimation()
textAnimator.pauseAnimation()
runningAnimations.append(textAnimator)
arrowAnimator.startAnimation()
runningAnimations.append(arrowAnimator)
// Clear animations when completed
runningAnimations.last?.addCompletion { _ in
self.runningAnimations.removeAll()
self.panelIsVisible = !self.panelIsVisible
textAnimator.startAnimation()
}
}
}
/// Called on pan .began
func startInteractiveTransition(state: PanelState, duration: TimeInterval) {
if runningAnimations.isEmpty {
animateTransitionIfNeeded(state: state, duration: duration)
for animator in runningAnimations {
animator.pauseAnimation()
animationProgressWhenInterrupted = animator.fractionComplete
}
}
let hapticSelection = SelectionFeedbackGenerator()
hapticSelection.prepare()
hapticSelection.selectionChanged()
}
/// Called on pan .changed
func updateInteractiveTransition(fractionComplete: CGFloat) {
for animator in runningAnimations {
animator.fractionComplete = fractionComplete + animationProgressWhenInterrupted
}
}
/// Called on pan .ended
func continueInteractiveTransition(timingParameters: UICubicTimingParameters? = nil, durationFactor: CGFloat = 0, completion: #escaping ()->()) {
for animator in runningAnimations {
animator.continueAnimation(withTimingParameters: timingParameters, durationFactor: durationFactor)
}
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + animationDuration) {
completion()
}
}
}
And here's a video of the issue in iOS 13 and how it currently works in iOS 12.
I have same issue, for me UIViewPropertyAnimator continueAnimation durationFactor parameter is the issue, whenever it is not 0, after few animation the table view goes crazy.

How can I simulate shrink and stretch a rope - Swift

How can I simulate shrink and stretch a rope, I want to joint two sprite nodes and when the getting closer the rope should be stretched and shrunk once they go to the original position, I used a lot of way using Limit and Spring joints but I really don't know how to animate the rope to accomplish the shrink and stretch.
Attempt 1
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.addAnchor()
self.addRope()
self.addCharacter()
let jointOneFixed = SKPhysicsJointFixed.joint(withBodyA: anchor.physicsBody!, bodyB: rope.physicsBody!, anchor: anchor.position)
self.physicsWorld.add(jointOneFixed)
let jointTwoFixed = SKPhysicsJointFixed.joint(withBodyA: rope.physicsBody!, bodyB: currentCharacter.physicsBody!, anchor: CGPoint(x: rope.frame.midX, y: rope.frame.minY))
self.physicsWorld.add(jointTwoFixed)
limitJoint = SKPhysicsJointLimit.joint(withBodyA: anchor.physicsBody!, bodyB: currentCharacter.physicsBody!, anchorA: anchor.position, anchorB: currentCharacter.position)
//limitJoint.maxLength = self.size.height - 1000
self.physicsWorld.add(limitJoint)
}
func addAnchor(){
anchor.position = CGPoint(x: self.size.width / 2, y: self.size.height + 1)
anchor.anchorPoint = CGPoint(x: 0.5, y: 0.5)
anchor.setScale(1)
anchor.zPosition = 2
anchor.name = "anchor"
anchor.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: anchor.size.width, height: anchor.size.height))
anchor.physicsBody?.isDynamic = false
anchor.physicsBody?.affectedByGravity = false
anchor.physicsBody?.allowsRotation = true
self.addChild(anchor)
}
func addRope() {
rope.position = CGPoint(x: anchor.position.x, y: anchor.position.y - 175)
rope.setScale(0.65)
rope.zPosition = 1
rope.name = "rope"
rope.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: rope.size.width, height: rope.size.height))
rope.physicsBody?.affectedByGravity = false;
rope.physicsBody?.mass = 0.5;
rope.physicsBody?.allowsRotation = true
self.addChild(rope)
}
func addCharacter() {
let characterName: String = UserDefaults.standard.string(forKey: "current_character")!
currentCharacter = SKSpriteNode(imageNamed: characterName);
currentCharacter.position = CGPoint(x: self.size.width / 2, y: self.size.height - 400)
currentCharacter.anchorPoint = CGPoint(x: 0.5, y: 0.5)
currentCharacter.setScale(0.50)
currentCharacter.zPosition = 2
currentCharacter.name = "character"
currentCharacter.physicsBody = SKPhysicsBody(circleOfRadius: max(currentCharacter.size.width / 2, currentCharacter.size.height / 2))
currentCharacter.physicsBody?.affectedByGravity = false
currentCharacter.physicsBody?.isDynamic = true
currentCharacter.physicsBody?.allowsRotation = true
self.addChild(currentCharacter)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let moveDown = SKAction.moveBy(x: 0, y: -100, duration:0.1)
currentCharacter.run(moveDown)
}
Attempt 2
Is almost the same except instead of create a Limit joint I created a Spring joint
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.addAnchor()
self.addRope()
self.addCharacter()
let jointOneFixed = SKPhysicsJointFixed.joint(withBodyA: anchor.physicsBody!, bodyB: rope.physicsBody!, anchor: anchor.position)
self.physicsWorld.add(jointOneFixed)
let jointTwoFixed = SKPhysicsJointFixed.joint(withBodyA: rope.physicsBody!, bodyB: currentCharacter.physicsBody!, anchor: CGPoint(x: rope.frame.midX, y: rope.frame.minY))
self.physicsWorld.add(jointTwoFixed)
let springJoint = SKPhysicsJointSpring.joint(withBodyA: anchor.physicsBody!, bodyB: currentCharacter.physicsBody!, anchorA: anchor.position, anchorB: currentCharacter.position)
//springJoint.frequency = 1.0
//springJoint.damping = 0
self.physicsWorld.add(springJoint)
}

Why won't anything show up in my Swift Playground?

I have a pong game in a Swift Playground that I made by following a tutorial online but my assistant editor won't show anything! Where is my pong game!? My code is below the image, which shows that nothing is showing up.
import SpriteKit
import PlaygroundSupport
// Declare some global constants
let width = 800 as CGFloat
let height = 1200 as CGFloat
let racketHeight = 150 as CGFloat
let ballRadius = 20 as CGFloat
// Three types of collision objects possible
enum CollisionTypes: UInt32 {
case Ball = 1
case Wall = 2
case Racket = 4
}
// Racket direction
enum Direction: Int {
case None = 0
case Up = 1
case Down = 2
}
// Make a SpriteKit scene
class gameScene: SKScene, SKPhysicsContactDelegate {
let racketSpeed = 500.0
var direction = Direction.None
var score = 0
var gameRunning = false
// Screen elements
var racket: SKShapeNode?
var ball: SKShapeNode?
let scoreLabel = SKLabelNode()
// Initialize objects during first start
override func sceneDidLoad() {
super.sceneDidLoad()
scoreLabel.fontSize = 40
scoreLabel.position = CGPoint(x: width/2, y: height - 100)
self.addChild(scoreLabel)
createWalls()
createBall(position: CGPoint(x: width / 2, y: height / 2))
createRacket()
startNewGame()
self.physicsWorld.contactDelegate = self
}
// Create the ball sprite
func createBall(position: CGPoint) {
let physicsBody = SKPhysicsBody(circleOfRadius: ballRadius)
ball = SKShapeNode(circleOfRadius: ballRadius)
physicsBody.categoryBitMask = CollisionTypes.Ball.rawValue
physicsBody.collisionBitMask = CollisionTypes.Wall.rawValue | CollisionTypes.Ball.rawValue | CollisionTypes.Racket.rawValue
physicsBody.affectedByGravity = false
physicsBody.restitution = 1
physicsBody.linearDamping = 0
physicsBody.velocity = CGVector(dx: -500, dy: 500)
ball!.physicsBody = physicsBody
ball!.position = position
ball!.fillColor = SKColor.white
}
// Create the walls
func createWalls() {
createWall(rect: CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: ballRadius, height: height)))
createWall(rect: CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: width, height: ballRadius)))
createWall(rect: CGRect(origin: CGPoint(x: 0, y: height - ballRadius), size: CGSize(width: width, height: ballRadius)))
}
func createWall(rect: CGRect) {
let node = SKShapeNode(rect: rect)
node.fillColor = SKColor.white
node.physicsBody = getWallPhysicsbody(rect: rect)
self.addChild(node)
}
// Create the physics objetcs to handle wall collisions
func getWallPhysicsbody(rect: CGRect) -> SKPhysicsBody {
let physicsBody = SKPhysicsBody(rectangleOf: rect.size, center: CGPoint(x: rect.midX, y: rect.midY))
physicsBody.affectedByGravity = false
physicsBody.isDynamic = false
physicsBody.collisionBitMask = CollisionTypes.Ball.rawValue
physicsBody.categoryBitMask = CollisionTypes.Wall.rawValue
return physicsBody
}
// Create the racket sprite
func createRacket() {
racket = SKShapeNode(rect: CGRect(origin: CGPoint.zero, size: CGSize(width: ballRadius, height: racketHeight)))
self.addChild(racket!)
racket!.fillColor = SKColor.white
let physicsBody = SKPhysicsBody(rectangleOf: racket!.frame.size, center: CGPoint(x: racket!.frame.midX, y: racket!.frame.midY))
physicsBody.affectedByGravity = false
physicsBody.isDynamic = false
physicsBody.collisionBitMask = CollisionTypes.Ball.rawValue
physicsBody.categoryBitMask = CollisionTypes.Racket.rawValue
physicsBody.contactTestBitMask = CollisionTypes.Ball.rawValue
racket!.physicsBody = physicsBody
}
// Start a new game
func startNewGame() {
score = 0
scoreLabel.text = "0"
racket!.position = CGPoint(x: width - ballRadius * 2, y: height / 2)
let startLabel = SKLabelNode(text: "Game Over")
startLabel.position = CGPoint(x: width / 2, y: height / 2)
startLabel.fontSize = 160
self.addChild(startLabel)
// Animated countdown
let fadeIn = SKAction.fadeIn(withDuration: 0.5)
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
startLabel.text = "3"
startLabel.run(SKAction.sequence([fadeIn, fadeOut]), completion: {
startLabel.text = "2"
startLabel.run(SKAction.sequence([fadeIn, fadeOut]), completion: {
startLabel.text = "1"
startLabel.run(SKAction.sequence([fadeIn, fadeOut]), completion: {
startLabel.text = "0"
startLabel.run(SKAction.sequence([fadeIn, fadeOut]), completion: {
startLabel.removeFromParent()
self.gameRunning = true
self.ball!.position = CGPoint(x: 30, y: height / 2)
self.addChild(self.ball!)
})
})
})
})
}
// Handle touch events to move the racket
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if location.y > height / 2 {
direction = Direction.Up
} else if location.y < height / 2{
direction = Direction.Down
}
}
}
// Stop racket movement
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
direction = Direction.None
}
// Game loop:
var dt = TimeInterval(0)
override func update(_ currentTime: TimeInterval) {
if gameRunning {
super.update(currentTime)
checkGameOver()
if dt > 0 {
moveRacket(dt: currentTime - dt)
}
dt = currentTime
}
}
// Move the racket up or down
func moveRacket(dt: TimeInterval) {
if direction == Direction.Up && racket!.position.y < height - racketHeight {
racket!.position.y = racket!.position.y + CGFloat(racketSpeed * dt)
} else if direction == Direction.Down && racket!.position.y > 0 {
racket!.position.y = racket!.position.y - CGFloat(racketSpeed * dt)
}
}
// Check if the ball is still on screen
// Game Over animation
func checkGameOver() {
if ball!.position.x > CGFloat(width) {
gameRunning = false
ball!.removeFromParent()
let gameOverLabel = SKLabelNode(text: "Game Over")
gameOverLabel.position = CGPoint(x: width / 2, y: height / 2)
gameOverLabel.fontSize = 80
self.addChild(gameOverLabel)
// Game Over animation
let rotateAction = SKAction.rotate(byAngle: CGFloat(M_PI), duration: 1)
let fadeInAction = SKAction.fadeIn(withDuration: 2)
gameOverLabel.run(SKAction.repeat(rotateAction, count: 2))
gameOverLabel.run(SKAction.scale(to: 0, duration: 2.5), completion: {
gameOverLabel.removeFromParent()
self.startNewGame()
})
}
}
// Detect collisions between ball and racket to increase the score
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == CollisionTypes.Racket.rawValue || contact.bodyB.categoryBitMask == CollisionTypes.Racket.rawValue {
score += 1
scoreLabel.text = String(score)
}
}
}
//Initialize the playground and start the scene:
let skView = SKView(frame: CGRect(origin: CGPoint.zero, size: CGSize(width: width, height: height)))
let scene = gameScene(size: skView.frame.size)
skView.presentScene(scene)
PlaygroundPage.current.liveView = skView
This happens to me sometimes. Playgrounds with SpriteKit just would not show anything in the Timeline view - you do have the Timeline view open, right? If you don't, tap the "Show the Assistant editor" button on the toolbar to open the Timeline view.
If you have the Timeline view open and nothing shows, try shutting down Xcode and restarting it. That generally resolves this issue for me.

Contain a sprite node within the screen/view

I have a sprite node which moves left to right with user touch.
However currently it will exit the screen, I want to add a node either side so if the sprite node touches the node on either side it hugs it and remains there until user touch to make it travel the opposite direction.
This is what I thought of doing but it isn't working currently.
let shipTexture = SKTexture(imageNamed: "ship.png")
ship = SKSpriteNode(texture: shipTexture)
ship.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
ship.zPosition = 3
ship.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 30, height: 100))
ship.physicsBody!.isDynamic = true
ship.physicsBody?.collisionBitMask = 0b1
ship.physicsBody?.contactTestBitMask = 0b1
ship.physicsBody!.collisionBitMask = 0b1
ship.physicsBody?.affectedByGravity = false
self.addChild(ship)
let side = SKNode()
side.position = CGPoint(x: self.frame.width / 2, y: self.frame.midY)
side.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: -240, y: -160, width: 480, height: 320))
side.physicsBody!.isDynamic = false
side.physicsBody?.collisionBitMask = 0b1
side.physicsBody?.contactTestBitMask = 0b1
side.physicsBody!.collisionBitMask = 0b1
self.addChild(side)
func didBegin(_ contact: SKPhysicsContact) {
print("Collision")
}
}
//var moveLeft = SKAction.moveBy(x: 800, y: 0, duration: 2)
//frame.size.width
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
ship.removeAllActions()
switch direction ?? .left {
case .left:
ship.run(SKAction.moveBy(x: -frame.size.width, y: 0, duration: 3))
case .right:
ship.run(SKAction.moveBy(x: frame.size.width, y: 0, duration: 3))
}
direction = direction == nil || direction == .right ? .left : .right
}
I got it. The reason is - you use action to move your node, but should use physics - force and impulse
Try this one:
import SpriteKit
import GameplayKit
var ship = SKSpriteNode()
var bg = SKSpriteNode()
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
let bgTexture = SKTexture(imageNamed: "bg.png")
let moveBGanimation = SKAction.move(by: CGVector(dx: 0, dy: -bgTexture.size().height), duration: 4)
let shiftBGAnimation = SKAction.move(by: CGVector(dx: 0, dy: bgTexture.size().height), duration: 0)
let moveBGForever = SKAction.repeatForever(SKAction.sequence([moveBGanimation, shiftBGAnimation]))
var i: CGFloat = 0
while i < 3 {
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: self.frame.midX, y: bgTexture.size().height * i)
bg.size.width = self.frame.width
bg.run(moveBGForever)
self.addChild(bg)
i += 1
}
let shipTexture = SKTexture(imageNamed: "ship.png")
ship = SKSpriteNode(texture: shipTexture)
ship.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
ship.zPosition = 3
ship.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 30, height: 100))
ship.physicsBody!.isDynamic = true
ship.physicsBody?.collisionBitMask = 0b1
ship.physicsBody?.contactTestBitMask = 0b1
ship.physicsBody!.categoryBitMask = 0b1
ship.physicsBody?.affectedByGravity = false
self.addChild(ship)
let side = SKNode()
side.position = CGPoint(x: 0, y: 0)
side.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: -self.frame.width/2, y: -self.frame.height/2, width: self.frame.width, height: self.frame.height))
side.physicsBody!.isDynamic = false
side.physicsBody?.collisionBitMask = 0b1
side.physicsBody?.contactTestBitMask = 0b1
side.physicsBody!.categoryBitMask = 0b1
self.addChild(side)
self.physicsWorld.contactDelegate = self
func didBegin(_ contact: SKPhysicsContact) {
print("Collision")
}
}
//var moveLeft = SKAction.moveBy(x: 800, y: 0, duration: 2)
//frame.size.width
enum Direction: Int {
case left = 0
case right
}
var direction: Direction?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
ship.removeAllActions()
switch direction ?? .left {
case .left:
ship.physicsBody?.applyImpulse(CGVector(dx: -20, dy: 0))
//ship.run(SKAction.moveBy(x: -frame.size.width, y: 0, duration: 3))
case .right:
ship.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 0))
//ship.run(SKAction.moveBy(x: frame.size.width, y: 0, duration: 3))
}
direction = direction == nil || direction == .right ? .left : .right
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
}
}

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