Creature animation - ios

I am looking into making an iOS app that has little creatures. I plan on having these creatures grow and change shapes based on user interaction. So the creatures could end up looking very different based off what the user does.
My problem is animating these creatures. I have dealt with simple animations in the past with cocos2d, but nothing like this.
How can I animate these creatures being different sizes and shapes without having my graphic designer draw every possible image that could be used. In the game spore a user can create an animal of whatever shape or size they want and these animals animate. My question is how can I do something similar in 2d? I know this can't be a simple answer, but a point in the right direction is all I am looking for.

You could use some CGAffineTransforms to scale your drawing and custom filters with Core Image maybe to change the color.

Related

Design UISegmentControl

I'm having a segment control design like this
How to design my segments so that the selected one should look like the "ALL" like in the image above. What I could think of to use different images on selection but if I do that then some part of the curve which is going in "Others" won't be visible. Any suggestion on designing UISegmentControl like this ?
I have two suggestions:
Find an alternative approach that avoids this.
A lot of apps try to add delight by designing custom components and UI when actually it doesn't really add that much to the app. At worst you might frustrate people by using non-standard components that don't work the way they expect, or increase cognitive load as they're trying to use you're app.
Go 100% with a custom subclass.
Don't just settle for setting a static background image, but invest in creating a component that not only looks like this in a selected state, but also provides animations as people change the selected item.
This is going to be a fair amount of work, but would be something like this:
subclassing UISegmentedController -- it provides the base of the functionality that you're looking for which is good;
adding a new CAShapeLayer as to the controls background layer
figuring out a dynamic bezier curve that can update for all your states (will probably end up having control points for each segment) you might be able to do this by hand, but I'd have to use a tool like PaintCode to generate the bezier curve code, and Illustrator to make the initial curve
add listeners for event changes of the segment changing, and recalculate the curve control points as needed
The positive note of this is that the path property on CAShapeLayer is animatable, so when the segment changes and the curve updates the animation will probably be the easiest part!

graph paper interaction in swift/iOS

I'm picturing a graph paper like interface, as you click on any given box within the graph it gets colored in. I'm doing this to draw rough shape outlines.
My question is what is the best approach to do this? Draw the lines for the graph and track where the touches occur and color accordingly? Make some array of buttons? Maybe using spritekit?
I'm not too worried about efficiency as I'm not doing anything too complicated but I'm just trying to find some common design ideas behind it.
Something visually similar to this.
You can accomplish some pretty complex behaviours with a UICollectionView and a custom layout. UICollectionView is nice because it manages taps and drawing each cell individually, which should vastly simplify things for you.

Drawing a grid of circles in xcode/swift

How would I go abouts getting an effect in a view controller like the wonderful work of art attached in the following link?
Circles
I do have some idea, ranging from actually using ASCII text (I know, super wrong way) to a collection view of pictures, to what I suspect is the "right" way, done with core graphics. But I am asking in case there is a super easy/right methodology I will one day discover and facepalm.
You are correct that there are two primary ways for you to draw a grid of circles.
The primary way is to draw them using UIBezierPath or by using a collection view of images of circles.
For simple shapes, it is recommended that you choose the first option simply because your choices of circles aren't restricted by your images.
Here is a link for you to get started.

Interact with complex figure in iOS

I need to be able to interact with a representation of a cilinder that has many different parts in it. When the users taps over on of the small rectangles, I need to display a popover related to the specific piece (form).
The next image demonstrates a realistic 3d approach. But, I repeat, I need to solve the problem, the 3d is NOT required (would be really cool though). A representation that complies the functional needs will suffice.
The info about the parts to make the drawing comes from an API (size, position, etc)
I dont need it to be realistic really. The simplest aproximation would be to show a cilinder in a 2d representation, like a rectangle made out of interactable small rectangles.
So, as I mentioned, I think there are (as I see it) two opposite approaches: Realistic or Simplified
Is there a way to achieve a nice solution in the middle? What libraries, components, frameworks that I should look into?
My research has led me to SceneKit, but I still dont know if I will be able to interact with it. Interaction is a very important part as I need to display a popover when the user taps on any small rectangle over the cylinder.
Thanks
You don't need any special frameworks to achieve an interaction like this. This effect can be achieved with standard UIKit and UIView and a little trigonometry. You can actually draw exactly your example image using 2D math and drawing. My answer is not an exact formula but involves thinking about how the shapes are defined and break the problem down into manageable steps.
A cylinder can be defined by two offset circles representing the end pieces, connected at their radii. I will use an orthographic projection meaning the cylinder doesn't appear smaller as the depth extends into the background (but you could adapt to perspective if needed). You could draw this with CoreGraphics in a UIView drawRect.
A square slice represents an angle piece of the circle, offset by an amount smaller than the length of the cylinder, but in the same direction, as in the following diagram (sorry for imprecise drawing).
This square slice you are interested in is the area outlined in solid red, outside the radius of the first circle, and inside the radius of the imaginary second circle (which is just offset from the first circle by whatever length you want the slice).
To draw this area you simply need to draw a path of the outline of each arc and connect the endpoints.
To check if a touch is inside one of these square slices:
Check if the touch point is between angle a from the origin at a.
Check if the touch point is outside the radius of the inside circle.
Check if the touch point is inside the radius of the outside circle. (Note what this means if the circles are more than a radius apart.)
To find a point to display the popover you could average the end points on the slice or find the middle angle between the two edges and offset by half the distance.
Theoretically, doing this in Scene Kit with either SpriteKit or UIKit Popovers is ideal.
However Scene Kit (and Sprite Kit) seem to be in a state of flux wherein nobody from Apple is communicating with users about the raft of issues folks are currently having with both. From relatively stable and performant Sprite Kit in iOS 8.4 to a lot of lost performance in iOS 9 seems common. Scene Kit simply doesn't seem finished, and the documentation and community are both nearly non-existent as a result.
That being said... the theory is this:
Material IDs are what's used in traditional 3D apps to define areas of an object that have different materials. Somehow these Material IDs are called "elements" in SceneKit. I haven't been able to find much more about this.
It should be possible to detect the "element" that's underneath a touch on an object, and respond accordingly. You should even be able to change the state/nature of the material on that element to indicate it's the currently selected.
When wanting a smooth, well rounded cylinder as per your example, start with a cylinder that's made of only enough segments to describe/define the material IDs you need for your "rectangular" sections to be touched.
Later you can add a smoothing operation to the cylinder to make it round, and all the extra smoothing geometry in each quadrant of unique material ID should be responsive, regardless of how you add this extra detail to smooth the presentation of the cylinder.
Idea for the "Simplified" version:
if this representation is okey, you can use a UICollectionView.
Each cell can have a defined size thanks to
collectionView:layout:sizeForItemAtIndexPath:
Then each cell of the collection could be a small rectangle representing a
touchable part of the cylinder.
and using
collectionView:(UICollectionView *)collectionView
didSelectItemAtIndexPath:(NSIndexPath *)indexPath
To get the touch.
This will help you to display the popover at the right place:
CGRect rect = [collectionView layoutAttributesForItemAtIndexPath:indexPath].frame;
Finally, you can choose the appropriate popover (if the app has to work on iPhone) here:
https://www.cocoacontrols.com/search?q=popover
Not perfect, but i think this is efficient!
Yes, SceneKit.
When user perform a touch event, that mean you knew the 2D coordinate on screen, so your only decision is to popover a view or not, even a 3D model is not exist.
First, we can logically split the requirement into two pieces, determine the touching segment, showing right "color" in each segment.
I think the use of 3D model is to determine which piece of data to show in your case if I don't get you wrong. In that case, the SCNView's hit test method will do most of work for you. What you should do is to perform a hit test, take out the hit node and the hit's local 3D coordinate of this node, you can then calculate which segment is hit by this touch and do the decision.
Now how to draw the surface of the cylinder would be the only left question, right? There are various ways to do, for example simply paint each image you need and programmatically and attach it to the cylinder's material or have your image files on disk and use as material for the cylinder ...
I think the problem would be basically solved.

UIDynamicItem with non-rectangular bounds

So I'm looking into UIKit Dynamics and the one problem I have run into is if I want to create a UIView with a custom drawRect: (for instance let's say I want to draw a triangle), there seems to be no way to specify the path of the UIView (or rather the UIDynamicItem) to be used for a UICollisionBehavior.
My goal really is to have polygons on the screen that collide with one another exactly how one would expect.
I came up with a solution of stitching multiple views together but this seems like overkill for what I want.
Is there some easy way to do this, or do I really have to stitch views together?
Dan
Watch the WWDC 2013 videos on this topic. They are very clear: for the sake of efficiency and speed, only the (rectangular) bounds of the view matter during collisions.
EDIT In iOS 9, a dynamic item can have a customized collision boundary. You can have a rectangle dictated by the frame, an ellipse dictated by the frame, or a custom shape — a convex counterclockwise simple closed UIBezierPath. The relevant properties, collisionBoundsType and (for a custom shape) collisionBoundingPath, are read-only, so you will have to subclass in order to set them.
If you really want to collide polygons, you might consider SpriteKit and its physics engine (it seems to share a lot in common with UIDynamics). It can mix with UIKit, although maybe not as smoothly as you'd like.

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