UIView shake animation - ios

i'm trying to make a UIView shake when a button is pressed.
I am adapting the code I found on http://www.cimgf.com/2008/02/27/core-animation-tutorial-window-shake-effect/.
However, by trying to adapt the following code to shake a UIView, it does not work:
- (void)animate {
const int numberOfShakes = 8;
const float durationOfShake = 0.5f;
const float vigourOfShake = 0.1f;
CAKeyframeAnimation *shakeAnimation = [CAKeyframeAnimation animation];
CGRect frame = lockView.frame;
CGMutablePathRef shakePath = CGPathCreateMutable();
CGPathMoveToPoint(shakePath, NULL, CGRectGetMinX(frame), CGRectGetMinY(frame));
for (int index = 0; index < numberOfShakes; ++index) {
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) - frame.size.width * vigourOfShake, CGRectGetMinY(frame));
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) + frame.size.width * vigourOfShake, CGRectGetMinY(frame));
}
CGPathCloseSubpath(shakePath);
shakeAnimation.path = shakePath;
shakeAnimation.duration = durationOfShake;
[lockView.layer addAnimation:shakeAnimation forKey:#"frameOrigin"];
}

I wrote that post. It's overkill for a UIView, plus the parameters are geared toward an OSX app. Do this instead.
CABasicAnimation *animation =
[CABasicAnimation animationWithKeyPath:#"position"];
[animation setDuration:0.05];
[animation setRepeatCount:8];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x - 20.0f, [lockView center].y)]];
[animation setToValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x + 20.0f, [lockView center].y)]];
[[lockView layer] addAnimation:animation forKey:#"position"];
You'll have to play with the duration and repeatCount parameters as well as the x distance from center in the from and to values, but it should give you what you need.
Swift 3.0
let midX = lockView.center.x
let midY = lockView.center.y
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.06
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = CGPoint(x: midX - 10, y: midY)
animation.toValue = CGPoint(x: midX + 10, y: midY)
layer.add(animation, forKey: "position")

I prefer this solution that has a nice springy behavior, ideal for a wrong-password shake animation.
view.transform = CGAffineTransformMakeTranslation(20, 0);
[UIView animateWithDuration:0.4 delay:0.0 usingSpringWithDamping:0.2 initialSpringVelocity:1.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
view.transform = CGAffineTransformIdentity;
} completion:nil];
Swift 3
extension UIView {
func shake() {
self.transform = CGAffineTransform(translationX: 20, y: 0)
UIView.animate(withDuration: 0.4, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
}

Here's my nice and simple looking version This simulates the shake you get on Mac OS X when you do an incorrect login. You could add this as a category on UIView if you like.
#implementation UIView (DUExtensions)
- (void) shake {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.translation.x"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.duration = 0.6;
animation.values = #[ #(-20), #(20), #(-20), #(20), #(-10), #(10), #(-5), #(5), #(0) ];
[self.layer addAnimation:animation forKey:#"shake"];
}
#end
The animation values are the x offset from the views current position. Positive values shifting the view to the right, and negative values to the left. By successively lowering them, you get a shake that naturally loses momentum. You can tweak these numbers if you like.

Here is the swift version as an extension in case anybody needs it
extension UIImageView{
func vibrate(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.05
animation.repeatCount = 5
animation.autoreverses = true
animation.fromValue = NSValue(CGPoint: CGPointMake(self.center.x - 2.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 2.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
}
}
This will animate an small UIImageView (around 15x15). If you need to animate something bigger you may want to change the 2.0 factor of movement to something greater.

Based on #bandejapaisa answer, UIView extension for Swift 3
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.addAnimation(animation, forKey: "shake")
}
}

You can try this piece of code:
to call the code below, use: [self earthquake:myObject];
#pragma mark EarthQuake Methods
- (void)earthquake:(UIView*)itemView
{
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
CGFloat t = 2.0;
CGAffineTransform leftQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, t, -t);
CGAffineTransform rightQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, t);
itemView.transform = leftQuake; // starting point
[UIView beginAnimations:#"earthquake" context:itemView];
[UIView setAnimationRepeatAutoreverses:YES]; // important
[UIView setAnimationRepeatCount:3];
[UIView setAnimationDuration:0.05];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(earthquakeEnded:finished:context:)];
itemView.transform = rightQuake; // end here & auto-reverse
[UIView commitAnimations];
}
- (void)earthquakeEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([finished boolValue])
{
UIView* item = (UIView *)context;
item.transform = CGAffineTransformIdentity;
}
}

You can call this method on UIButton click event
-(void)shakescreen
{
//Shake screen
CGFloat t = 5.0;
CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, t);
CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, -t);
self.view.transform = translateLeft;
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^
{
[UIView setAnimationRepeatCount:2.0];
self.view.transform = translateRight;
} completion:^(BOOL finished)
{
if (finished)
{
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^
{
self.view.transform = CGAffineTransformIdentity;
}
completion:NULL];
}
}];
}
Hope this will help you :-)

C# Xamarin.iOS version of answer how to create UIView shake animation in iOS is below
CAKeyFrameAnimation keyframeAnimation = CAKeyFrameAnimation.GetFromKeyPath(new NSString("transform.translation.x"));
keyframeAnimation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
keyframeAnimation.Duration = 0.6f;
keyframeAnimation.Values = new NSObject[]{ new NSNumber(-20f), new NSNumber(20f), new NSNumber(-20f), new NSNumber(20f), new NSNumber(-10f), new NSNumber(10f), new NSNumber(-5f), new NSNumber(5f), new NSNumber(0f) };
shakyView.Layer.AddAnimation(keyframeAnimation, "shake");

#imike answer in Swift 4.2
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
self.layer.add(animation, forKey: "shake")
}}

Here's one that uses a damper function to decay the shake:
- (void)shake
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
animation.duration = 0.5;
animation.delegate = self;
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = YES;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
NSMutableArray* values = [[NSMutableArray alloc] init];
int steps = 100;
double position = 0;
float e = 2.71;
for (int t = 0; t < steps; t++)
{
position = 10 * pow(e, -0.022 * t) * sin(0.12 * t);
NSValue* value = [NSValue valueWithCGPoint:CGPointMake([self center].x - position, [self center].y)];
DDLogInfo(#"Value: %#", value);
[values addObject:value];
}
animation.values = values;
[[self layer] addAnimation:animation forKey:#"position"];
}

I refactored #Matt Long code and made a category to UIView. Now it's much more reusable and easy to use.
#implementation UIView (Animation)
- (void)shakeViewWithOffest:(CGFloat)offset {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position.x"];
[animation setDuration:0.05];
[animation setRepeatCount:6];
[animation setAutoreverses:YES];
[animation setFromValue:#([self center].x-offset)];
[animation setToValue:#([self center].x+offset)];
[self.layer addAnimation:animation forKey:#"position.x"];
}
- (void)shake {
[self shakeViewWithOffest:7.0f];
}
#end

Swift 3 implementation based on #Mihael-Isaev answer
private enum Axis: StringLiteralType {
case x = "x"
case y = "y"
}
extension UIView {
private func shake(on axis: Axis) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.\(axis.rawValue)")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.add(animation, forKey: "shake")
}
func shakeOnXAxis() {
self.shake(on: .x)
}
func shakeOnYAxis() {
self.shake(on: .y)
}
}

Swift 4.0:
Based on the top answer but a refinement over the animation: This does not have the jumps at the start and end of animation.
let midX = center.x
let midY = center.y
let rightAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
rightAnim.duration = 0.07
rightAnim.autoreverses = true
rightAnim.fromValue = CGPoint(x: midX, y: midY)
rightAnim.toValue = CGPoint(x: midX + 9, y: midY)
let leftAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
leftAnim.duration = 0.07
leftAnim.autoreverses = true
leftAnim.fromValue = CGPoint(x: midX, y: midY)
leftAnim.toValue = CGPoint(x: midX - 9, y: midY)
let group = CAAnimationGroup()
group.duration = leftAnim.duration + rightAnim.duration
group.animations = [rightAnim, leftAnim]
group.repeatCount = 3
layer.add(group, forKey: #keyPath(CALayer.position))

You can try the following code:
+ (void)vibrateView:(UIView*)view
{
CABasicAnimation *shiverAnimationR;
shiverAnimationR = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(1)];
//shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-10)];
shiverAnimationR.duration = 0.1;
shiverAnimationR.repeatCount = 1000000.0; // Use A high Value
shiverAnimationR.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationR forKey:#"shiverAnimationR"];
CABasicAnimation * shiverAnimationL;
shiverAnimationL = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
//shiverAnimationL 2.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(10)];
shiverAnimationL.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-1)];
shiverAnimationL.duration = 0.1;
shiverAnimationL.repeatCount = 1000000.0;
shiverAnimationL.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationL forKey:#"shiverAnimationL"];
}
From the link.

Here is a version using,
+ (void)animateKeyframesWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewKeyframeAnimationOptions)options animations:(void (^)(void))animations completion:(void (^)(BOOL finished))completion
Introduced in iOS 7.
const CGFloat xDelta = 16.0f;
[UIView animateKeyframesWithDuration:0.50f
delay:0.0f
options:UIViewKeyframeAnimationOptionCalculationModeLinear
animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/6.0)
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(-xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta/2.0, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(2.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformIdentity;
}];
}
completion:NULL];

Here is a UIView extension providing an awesome shake animation: https://gist.github.com/mourad-brahim/cf0bfe9bec5f33a6ea66
A Swift5 update is provided on the comments.

Related

Animating UIview from top to bottom and vice versa

I have a UIView at X=0 and Y=0 location with the height of 110 and UIButton at the bottom of the screen with the height of 50, i want to show both by animating but the UIView must animate from top to to its height and UIButton from bottom to its height, i am totally new with this please help me how to do it.
Following code worked for me to show a search view on top.
if (!isSearchActive) {
[UIView animateWithDuration:0.4
delay:0.1
options: UIViewAnimationOptionCurveEaseIn
animations:^{
searchView.frame = CGRectMake(0, 56, mainWidth, 50);
}
completion:^(BOOL finished){
}];
isSearchActive=YES;
}
else{
[UIView animateWithDuration:0.3
delay:0.1
options: UIViewAnimationOptionCurveEaseIn
animations:^{
searchView.frame = CGRectMake(0, 56, mainWidth, 0);
}
completion:^(BOOL finished){
}];
isSearchActive=NO;
}
Call this code on click of any button to show and hide the view.
Try this for top to bottom Animation:
- (CAAnimation*)movedown;
{
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = #"position.y";
animation.fromValue = #600;
animation.toValue = #50;
animation.duration = 0.25;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[trashView.layer addAnimation:animation forKey:#"basic"];
trashView.layer.position =CGPointMake(0,-20);
return animation;
}
and Code for Bottom to Top:
- (CAAnimation*)moveup;
{
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = #"position.y";
animation.fromValue = #-500;
animation.toValue = #10;
animation.duration = 0.25;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[trashView.layer addAnimation:animation forKey:#"basic"];
trashView.layer.position =CGPointMake(0,20);
return animation;
}
for first block of code you can use to animate view but you have to replace your viewcontroller at trashview in code.
and second block use for button but you have to replace your button at trashview.
but you can set value of animation according to your need.
basic animation which may fit your requirement
[UIView transitionWithView:view
duration:0.5
options:UIViewAnimationOptionTransitionNone
animations:^{
//update your frame here;
}
completion:nil];
Please go thru Apple Documentation and stack overflow
private func startAnimation() {
let animation = CABasicAnimation(keyPath: "position.y")
animation.fromValue = 10 //Top Y
animation.toValue = 204 //Bottom Y
animation.duration = 15 * 0.10 //duration * speed
animation.repeatCount = 100
animation.autoreverses = false
animation.isRemovedOnCompletion = true
animation.fillMode = .forwards
self.yourView.layer.add(animation, forKey: "position.y")
}
private func stopAnimation() {
self.yourView.layer.removeAllAnimations()
}

Animation does not work after the first time to return to the original state

I have two UIImages one over another, with the same size (40 by 40) it's a simple dot on the whole UIImage and I want to animate rotating as a 3D. When the first UIImage "colapse" and it is not visible, change the property HIDDEN to YES, and immediately the UIImage under the first begin to appears, and when the user press the button again everything turn back at the first state. But i works only the first time, after that, just appears and disappears the images.
Heres is my code:
#interface ViewController ()
{
BOOL myFlag;
}
#end
- (void)viewDidLoad {
[super viewDidLoad];
self.C002.image = [Test imageOfCircle002];
self.C005.image = [Test imageOfCircle005];
self.C005.hidden = YES;
myFlag = YES;
}
- (IBAction)animationButton:(id)sender
{
if (myFlag)
{
//First state of the UIImages,
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C002
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(0);
animation.toValue = #(0.5 * M_PI);
animation.repeatCount = 1;
animation.duration = 1.0;
[self.C002.layer addAnimation:animation forKey:#"rotation"];
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / 500.0;
self.C002.layer.transform = transform;
} completion:^(BOOL finished) {
self.C002.hidden = YES; //Hide the first image
self.C005.hidden = NO; //Show the second and animate
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C005
CABasicAnimation* animation2 = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation2.fromValue = #(0.5 * M_PI); //begin where the first UIImage ends
animation2.toValue = #(1.0 * M_PI);
animation2.repeatCount = 1;
animation2.duration = 1.0;
[self.C005.layer addAnimation:animation2 forKey:#"rotation"];
CATransform3D transform2 = CATransform3DIdentity;
transform2.m34 = 1.0 / 500.0;
self.C005.layer.transform = transform2;
} completion:^(BOOL finished) {
[self.C002.layer removeAnimationForKey:#"rotation"];
[self.C005.layer removeAnimationForKey:#"rotation"];
}];
}];
myFlag = NO; // Set the flag to other state.
}
else
{ //Heres try to turn everything back, but... not working.
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C005
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation.fromValue = #(1.0 * M_PI); //begin where is in the last animation
animation.toValue = #(0.5 * M_PI);
animation.repeatCount = 1;
animation.duration = 1.0;
[self.C005.layer addAnimation:animation forKey:#"rotation"];
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / 500.0;
self.C005.layer.transform = transform;
} completion:^(BOOL finished) {
self.C005.hidden = YES;
self.C002.hidden = NO;
[UIView animateWithDuration:1.0 animations:^{
//3D rotation C002
CABasicAnimation* animation2 = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
animation2.fromValue = #(0.5 * M_PI);
animation2.toValue = #(0 * M_PI);
animation2.repeatCount = 1;
animation2.duration = 1.0;
[self.C002.layer addAnimation:animation2 forKey:#"rotation"];
CATransform3D transform2 = CATransform3DIdentity;
transform2.m34 = 1.0 / 500.0;
self.C002.layer.transform = transform2;
} completion:^(BOOL finished) {
[self.C002.layer removeAnimationForKey:#"rotation"];
[self.C005.layer removeAnimationForKey:#"rotation"];
}];
}];
myFlag = YES;
}
}
Hope guys, you can help me.

ios how to rotate control 360 degree

I want to rotate control over 360 degrees. I do it like that right now
#define degreesToRadians(x) (M_PI * x / 180.0)
[UIView animateWithDuration:0.25 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.crossButton setTransform:CGAffineTransformRotate(self.crossButton.transform, degreesToRadians(360))];
} completion:nil];
But nothings happens. Do you know what I'm doing wrong?
A rotation transformation by 360 degrees is the identity transformation, therefore the
object is not animated at all.
You can achieve the desired effect with a "basic property animation":
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(2 * M_PI); // 360 degrees
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
Update: If the rotation amount is not 360 degrees (so that the final position is not the same
as the initial position) then the following should work:
[CATransaction begin];
CGFloat angle = 45.0 * M_PI/180.0;
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(angle);
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
self.crossButton.transform = CGAffineTransformRotate(self.button.transform, angle);
}];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
If you are rotating for 360 degree, you are putting the object back into same position. If you want to see animation, increase the delay and check. You will find entire object to move for a perfect circle.
Try below code.
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.crossButton.transform = CGAffineTransformMakeRotation(M_PI);
} completion:nil];
Swift 3:
Using CABasicAnimation
var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (Double.pi * 2.0))
rotationAnimation.duration = 1.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 100.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")
Here is an extension functions for UIView that handles start & stop rotation operations:
extension UIView {
func startRotation() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: Double.pi * 2.0)
rotation.duration = 1.0
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
}
func stopRotation() {
self.layer.removeAnimation(forKey: "rotationAnimation")
}
}
Now using, UIView.animation closure:
UIView.animate(withDuration: 0.5, animations: {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi))
}) { (isHalfAnimationComplete) in
UIView.animate(withDuration: 0.5) {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi * 2))
}
}

CABasicAnimation lags (iOS5)

i got some simple animation that works perfect on iOS 6, but on iOS5 its lagging and often freezes screen without any reason
i need help really, because i dont have any ideas what could be wrong here. By the way i tried to turn off each of the animations, and looks like the problem is in "transform" animation
here is the code:
-(void)drawDotAtPointAnimated:(CGPoint)p withRadius:(CGFloat)radius andColor:(UIColor *)color
{
CGRect circleFrame = CGRectMake(p.x - radius*self.scale, p.y - radius*self.scale, radius*2*self.scale, radius*2*self.scale);
CGPoint circleAnchor = CGPointMake(0.5, 0.5);
NSLog(#"animating dot with x = %f and y = %f", p.x, p.y);
NSLog(#"=====mid x = %f, mid y = %f", CGRectGetMidX(circleFrame), CGRectGetMidY(circleFrame));
NSLog(#"=====max x = %f, max y = %f", CGRectGetMaxX(circleFrame), CGRectGetMaxY(circleFrame));
self.shapeLayer = [CAShapeLayer layer];
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, circleFrame.size.width, circleFrame.size.height)];
self.shapeLayer.path = path.CGPath;
self.shapeLayer.anchorPoint = circleAnchor;
self.shapeLayer.frame = circleFrame;
self.shapeLayer.fillColor = color.CGColor;
[self.layer addSublayer:self.shapeLayer];
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.0, 0.0, 0)];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(4.0, 4.0, 1.0)];
if(self.mode == GameModeOffline) {
animation.repeatCount = OFFLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
} else {
animation.repeatCount = ONLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
}
animation.duration = 1;
animation.delegate = self;
[self.shapeLayer addAnimation:animation forKey:#"transform"];
CABasicAnimation* fadeAnim = [CABasicAnimation animationWithKeyPath:#"opacity"];
fadeAnim.fromValue = [NSNumber numberWithFloat:1.0];
fadeAnim.toValue = [NSNumber numberWithFloat:0.0];
fadeAnim.duration = 1.0;
if(self.mode == GameModeOffline) {
fadeAnim.repeatCount = OFFLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
} else {
fadeAnim.repeatCount = ONLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
}
[self.shapeLayer addAnimation:fadeAnim forKey:#"opacity"];
self.shapeLayer.transform = CATransform3DMakeScale(4.0, 4.0, 1);
self.shapeLayer.opacity = 0.0;
any help would be appreciated
Scale by zero at start? Don't you want to scale by {1, 1, 1} ? (ie. identity transform)
(It seems this has simply solved the problem, so I'm posting my comment as an answer).

How do you create a wiggle animation similar to iphone deletion animation

We are currently developing an application that contains a series of icons. We want the icons to wiggle like the app deletion animations when pressed. What would be the best way to code this animation sequence?
The answer by Vinzius is very cool. However the wobble only rotates from 0 Radians to 0.08. Thus the wobble can look a little unbalanced. If you get this same issue then you may want to add both a negative and a positive rotation by using a CAKeyframeAnimation rather than a CABasicRotation:
- (CAAnimation*)getShakeAnimation
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
return animation;
}
You can use this animation method for your view or button like this.
[self.yourbutton.layer addAnimation:[self getShakeAnimation] forKey:#""];
SWIFT :-
let transformAnim = CAKeyframeAnimation(keyPath:"transform")
transformAnim.values = [NSValue(CATransform3D: CATransform3DMakeRotation(0.04, 0.0, 0.0, 1.0)),NSValue(CATransform3D: CATransform3DMakeRotation(-0.04 , 0, 0, 1))]
transformAnim.autoreverses = true
transformAnim.duration = (Double(indexPath.row)%2) == 0 ? 0.115 : 0.105
transformAnim.repeatCount = Float.infinity
self.layer.addAnimation(transformAnim, forKey: "transform")
Objective C :-
-(CAKeyframeAnimation *)wiggleView
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.04f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
return animation;
}
Looking at the iOS implementation a bit closer, there are two things that make theirs a bit more realistic than the code mentioned here:
The icons appear to have a bounce as well as a rotation
Every icon has its own timing -- they are not all synchronized
I based myself on the answers here (and with some help from this answer) to add the rotation, the bounce and a bit of randomness to the duration of each animation.
#define kWiggleBounceY 4.0f
#define kWiggleBounceDuration 0.12
#define kWiggleBounceDurationVariance 0.025
#define kWiggleRotateAngle 0.06f
#define kWiggleRotateDuration 0.1
#define kWiggleRotateDurationVariance 0.025
-(void)startWiggling {
[UIView animateWithDuration:0
animations:^{
[self.layer addAnimation:[self rotationAnimation] forKey:#"rotation"];
[self.layer addAnimation:[self bounceAnimation] forKey:#"bounce"];
self.transform = CGAffineTransformIdentity;
}];
}
-(CAAnimation*)rotationAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.values = #[#(-kWiggleRotateAngle), #(kWiggleRotateAngle)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleRotateDuration
withVariance:kWiggleRotateDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(CAAnimation*)bounceAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.translation.y"];
animation.values = #[#(kWiggleBounceY), #(0.0)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleBounceDuration
withVariance:kWiggleBounceDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(NSTimeInterval)randomizeInterval:(NSTimeInterval)interval withVariance:(double)variance {
double random = (arc4random_uniform(1000) - 500.0) / 500.0;
return interval + variance * random;
}
I implemented this code on a UICollectionView which had 30 items bouncing and the performance was flawless on an iPad 2.
I tried to do something like that for an iPad app.
I tried to do some rotations (with CAAnimation) to the view. Here is a sample code I wrote :
- (CAAnimation*)getShakeAnimation {
CABasicAnimation *animation;
CATransform3D transform;
// Create the rotation matrix
transform = CATransform3DMakeRotation(0.08, 0, 0, 1.0);
// Create a basic animation to animate the layer's transform
animation = [CABasicAnimation animationWithKeyPath:#"transform"];
// Assign the transform as the animation's value
animation.toValue = [NSValue valueWithCATransform3D:transform];
animation.autoreverses = YES;
animation.duration = 0.1;
animation.repeatCount = HUGE_VALF;
return animation;
}
And you should try to apply this one to your layer (with function : addAnimation).
Here, autoreverses property is to alternate left and right orientation.
Try setting others values to the angle and duration.
But in my case I had to add others angles to the CATransform3DMakeRotation method, depending on the initial layer orientation ^^
Good Luck !
Vincent
Rewrote Sebastien's answer in Swift 3.
let wiggleBounceY = 4.0
let wiggleBounceDuration = 0.12
let wiggleBounceDurationVariance = 0.025
let wiggleRotateAngle = 0.06
let wiggleRotateDuration = 0.10
let wiggleRotateDurationVariance = 0.025
func randomize(interval: TimeInterval, withVariance variance: Double) -> Double{
let random = (Double(arc4random_uniform(1000)) - 500.0) / 500.0
return interval + variance * random
}
func startWiggle(for view: UIView){
//Create rotation animation
let rotationAnim = CAKeyframeAnimation(keyPath: "transform.rotation.z")
rotationAnim.values = [-wiggleRotateAngle, wiggleRotateAngle]
rotationAnim.autoreverses = true
rotationAnim.duration = randomize(interval: wiggleRotateDuration, withVariance: wiggleRotateDurationVariance)
rotationAnim.repeatCount = HUGE
//Create bounce animation
let bounceAnimation = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounceAnimation.values = [wiggleBounceY, 0]
bounceAnimation.autoreverses = true
bounceAnimation.duration = randomize(interval: wiggleBounceDuration, withVariance: wiggleBounceDurationVariance)
bounceAnimation.repeatCount = HUGE
//Apply animations to view
UIView.animate(withDuration: 0) {
view.layer.add(rotationAnim, forKey: "rotation")
view.layer.add(bounceAnimation, forKey: "bounce")
view.transform = .identity
}
}
func stopWiggle(for view: UIView){
view.layer.removeAllAnimations()
}
func startWiggling() {
deleteButton.isHidden = false
guard contentView.layer.animation(forKey: "wiggle") == nil else { return }
guard contentView.layer.animation(forKey: "bounce") == nil else { return }
let angle = 0.04
let wiggle = CAKeyframeAnimation(keyPath: "transform.rotation.z")
wiggle.values = [-angle, angle]
wiggle.autoreverses = true
wiggle.duration = randomInterval(0.1, variance: 0.025)
wiggle.repeatCount = Float.infinity
contentView.layer.add(wiggle, forKey: "wiggle")
let bounce = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounce.values = [4.0, 0.0]
bounce.autoreverses = true
bounce.duration = randomInterval(0.12, variance: 0.025)
bounce.repeatCount = Float.infinity
contentView.layer.add(bounce, forKey: "bounce")
}
func stopWiggling() {
deleteButton.isHidden = true
contentView.layer.removeAllAnimations()
}
func randomInterval(_ interval: TimeInterval, variance: Double) -> TimeInterval {
return interval + variance * Double((Double(arc4random_uniform(1000)) - 500.0) / 500.0)
}
Look at this iOS SpingBoard example
Answered in another thread a Swift 4 version of what is apparently Apple's own algorithm reverse engineered:
https://stackoverflow.com/a/47730519/5018607
Edited paiego's code to fit my needs: visual error animation feedback upon user's action (tap). It happens once - it's not a constant wiggling like SpringBoard app edit wiggle animation.
- (CAAnimation *)shakeAnimation {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue *valLeft;
NSValue *valRight;
NSMutableArray *values = [NSMutableArray new];
for (int i = 0; i < 5; i++) {
valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
[values addObjectsFromArray:#[valLeft, valRight]];
wobbleAngle*=0.66;
}
animation.values = [values copy];
animation.duration = 0.7;
return animation;
}
Usage:
[your_view.layer addAnimation:[self shakeAnimation] forKey:#""]; //do the shake animation
your_view.transform = CGAffineTransformIdentity; //return the view back to original
Hope this helps someone else.

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