I'm trying to create an effect where three arrows go from visible to invisible alternatively.
I made a simple algorithm where every arrow would start from a different alpha value (if there is 3 arrows, the first one would start at alpha=1, the second one at alpha=0.6667, the third one at alpha=0.3337). I then start a key frame animation that:
Change the arrow opacity from its current alpha to 0 (the duration is computed)
Set instantly the arrow opacity to 1
Change the arrow opacity from 1 to the first value set
However it seems that some step are skipped for some reason.
A simple example:
[UIView animateKeyframesWithDuration:2 delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0 animations:^{
_animatedView.alpha = 0.5;
}];
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0.5 animations:^{
_animatedView.alpha = 0;
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0 animations:^{
_animatedView.alpha = 1;
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{
_animatedView.alpha = 0.5;
}];
} completion:nil];
In that case it should go to 0.5 instantly, 0.5 to 0 in 1 second, go to 1 instantly, 1 to 0.5 in 1 second. It should therefore do a seamless transition that looks like the view is appearing and disappearing but it looks like the animation gets stuck on alpha=0.5 for a few time.
Theoretically, the effect should be the same as if using this key frame animation:
[UIView animateKeyframesWithDuration:2 delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0 animations:^{
_animatedView.alpha = 1;
}];
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:1 animations:^{
_animatedView.alpha = 0;
}];
} completion:nil];
In case you want to animate N views in the same way:
CGFloat count = [self.animatedViews count];
CGFloat period = 1.0f / count;
__weak NSArray *weakViews = self.animatedViews;
[UIView animateKeyframesWithDuration:2.0f delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewKeyframeAnimationOptionRepeat animations:^{
for (NSUInteger index = 0; index < count; ++index) {
UIView *animatedView = weakViews[index];
CGFloat startDelay = period * index;
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0 animations:^{
animatedView.alpha = startDelay;
}];
[UIView addKeyframeWithRelativeStartTime:0.0f relativeDuration:startDelay animations:^{
animatedView.alpha = 0.0f;
}];
[UIView addKeyframeWithRelativeStartTime:startDelay relativeDuration:0.0f animations:^{
animatedView.alpha = 1.0f;
}];
[UIView addKeyframeWithRelativeStartTime:startDelay relativeDuration:(1.0f - startDelay) animations:^{
animatedView.alpha = startDelay;
}];
}
} completion:nil];
Related
I am trying to chain a set of UIView animateWithDuration: using the flag UIViewAnimationOptionRepeat
The animation steps I am trying to repeat are:
Animate a UIView 100 pixels to the left
Fade the UIView out (opacity '0')
While faded out (invisible), move it back to the original position (100 px to the right)
Fade the UIView back in (set opacity to '1')
Repeat the animation using flag UIViewAnimationOptionRepeat
I am not able to repeat the whole chain of animations - and only able to repeat the top most animation.
The code I have tried is this:
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionRepeat animations:^{
self.handImageView.frame = CGRectMoveByXPixels(self.handImageView.frame, -100);
[UIView animateWithDuration:0.5 delay:1 options:0 animations:^{
self.handImageView.alpha = 0;
} completion:^(BOOL finished) {
self.handImageView.frame = CGRectMoveByXPixels(self.handImageView.frame, 100);
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
self.handImageView.alpha = 1;
} completion:^(BOOL finished) {
}];
}];
} completion:^(BOOL finished) {
}];
The problem is that an animation that uses UIViewAnimationOptionRepeat never finishes and therefore never calls the completion block. However, you can repeat the animations using the performSelector method, as shown in the code below.
- (void)repeatingAnimationForView:(UIView *)view
{
[UIView animateWithDuration:1 delay:0 options:0
animations:^{ view.frame = CGRectMoveByXPixels(view.frame, -100); }
completion:^(BOOL finished) { if ( finished ) {
[UIView animateWithDuration:0.5 delay:0 options:0
animations:^{ view.alpha = 0; }
completion:^(BOOL finished) { if ( finished ) {
view.frame = CGRectMoveByXPixels(view.frame, 100);
[UIView animateWithDuration:0.5 delay:0 options:0
animations:^{ view.alpha = 1; }
completion:^(BOOL finished) { if ( finished ) {
if ( self.enableRepeatingAnimation )
[self performSelector:#selector(repeatingAnimationForView:) withObject:view afterDelay:0];
}}]; }}]; }}];
}
- (void)stopRepeatingAnimationForView:(UIView *)view
{
self.enableRepeatingAnimation = NO;
[view.layer removeAllAnimations];
view.frame = CGRectMake( 100, 137, 80, 50 );
view.alpha = 1;
}
- (void)startRepeatingAnimationForView:(UIView *)view
{
self.enableRepeatingAnimation = YES;
[self repeatingAnimationForView:view];
}
To stop the animations immediately, call the stopRepeatingAnimationForView method as shown above. To stop the animations at the end of a cycle, simply set self.enableRepeatingAnimation to NO.
I need to have my character jump (increase the origin.y by 50 and reverse) in a game I am creating.
So far I have come across two ways of doing this:
Method 1:
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
CGRect frame = self.kevinImageView.frame;
frame.origin.y = 135;
self.kevinImageView.frame = frame;
}];
Issues: At the end of every complete jump animation (up and down) the ImageView jumps up and then back down (due probably to the tiny amount it takes for the completion block to be called). This is noticeable and I would much rather do without it.
Method 2:
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y += 50;
self.kevinImageView.frame = frame;
}];
}];
Issues: If I tap the view (I use a UITapGuestureRecognizer) and the ImageView is in the completion animation (going back down), the Image View will snap back to the bottom instead of finishing its animation. Again not a major issue, but something which I should be able to avoid.
Is there any method I have not come across which will resolve both of these issues, or a way to fix one of the methods?
Can you disable your UITapGuestureRecognizer when the animation is still running? And then enable it when the animation finishes.
if (!self.isAnimationRunning) {
self.isAnimationRunning = YES;
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y += 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
self.isAnimationRunning = NO;
}];
}];
}
I'm very interested in this question so I do a simple demo to do a back to back animation.
I think maybe you can just use UIViewAnimationOptionAutoreverse and UIViewAnimationRepeat option to achieve a autoreverse animation.
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionAutoreverse|UIViewAnimationRepeat
animations:^{
[UIView setAnimationRepeatCount:1];
self.kevinImageView.center = CGPointMake(self.kevinImageView.center.x ,self.kevinImageView.center.y - 25);
} completion:^(BOOL finished){
self.kevinImageView.center = CGPointMake(self.kevinImageView.center.x ,self.kevinImageView.center.y + 25);
}];
and you can also set UIViewAnimationOptionAllowUserInteraction if you want to enable use interaction during the animation.
Here's the code I'm using to take a UIImageView and make it float up and down.
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.25 animations:^{
self.slider.transform = CGAffineTransformMakeTranslation(0, -5.0);
}];
[UIView addKeyframeWithRelativeStartTime:0.25 relativeDuration:0.5 animations:^{
self.slider.transform = CGAffineTransformMakeTranslation(0, 5.0);
}];
[UIView addKeyframeWithRelativeStartTime:0.75 relativeDuration:0.25 animations:^{
self.slider.transform = CGAffineTransformMakeTranslation(0, 0.0);
}];
} completion:^(BOOL finished) {
}];
However, it comes out looking like this with this delay after the animation ends and before it restarts.
How do I make it fluid?
I'm not sure what effect you're going for exactly, but I think this gives you something like your code does without the delay. I usually do this by animating a constraint, rather than using transforms. In this example, I've made an IBOutlet (topCon) to the constraint to the top of the view:
-(IBAction)floatView:(id)sender {
static int i= 1;
static float duration = .25;
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.topCon.constant = self.topCon.constant - (5 * i);
[self.view layoutIfNeeded];
} completion:^(BOOL finished) {
i = (i == 1 || i == 2)? -2 : 2;
duration = 0.5;
[self floatView:self];
}];
}
I am trying to use a UIView animation to simply move a view onto the screen:
[UIView animateWithDuration:.10 delay:0 options: nil animations:^
{
self.menusView.frame = endingMenuViewFrame;;
}
completion:^(BOOL finished)
{
}];
I'm wanting to add an animation so that UIView floats a little when it reaches the top before it comes down, i.e. akin to if someone jumps in the air - when they first jump, they shoot up quickly, but then gravity gradually slows them down as they reach the top of their jump, and eventually it pushes them back to earth. Does anyone know how to accomplish this?
Try with this code. This will make your view bounce three times with each time your height reduced by half. You may add more bounces.
CGFloat offset = 200.0;
CGRect originalFrame = self.menusView.frame;
[UIView animateWithDuration:1.0 animations:^{
CGRect frame = self.runnerAlertView.frame;
frame.origin.y = frame.origin.y - offset;
self.menusView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0 animations:^{
self.menusView.frame = originalFrame;
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.0 animations:^{
CGRect frame = self.menusView.frame;
frame.origin.y = frame.origin.y - 0.5 *offset;
self.menusView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0 animations:^{
self.menusView.frame = originalFrame;
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.0 animations:^{
CGRect frame = self.runnerAlertView.frame;
frame.origin.y = frame.origin.y - 0.25 * offset;
self.menusView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0 animations:^{
self.menusView.frame = originalFrame;
}];
}];
}];
}];
}];
}];
I am animating a view using this code but would like to set the alpha of the orb according to its location . is this possible as I understand that the animation block is executed immediately and I have no access to its location
self.orbView.center = self.arrowView.center;
self.orbView.alpha = 1;
[UIView animateWithDuration:1.0 delay:0 options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat animations:^{
self.orbView.center = CGPointMake(arrowCornerRight,self.orbView.center.y);
self.orbView.alpha = 0;
} completion:^(BOOL finished) {
}];