I am trying to make a simple game with Xcode 11.2 which contains an animated loop background and a view which shows and changes various animations from several Lottie JSON files in project.
When I click the "Next" button to change the view animation, background view which is looping gets stuck for a second until the next animation inside the view is loaded an everything in the app freezes at the same time just like the background animation.
CPU usage varies from 30% to 63%.
I don't like to complicate the question, so I am just showing the way I used Lottie.
#IBAction func SubmitButtonAction(_ sender: UIButton) {
showNextQuestion()
}
func showNextQuestion()->(){
myTimer.invalidate()
startCountdown(fromTime: 15)
Manager.generateQuestion()
lblLevel.text = String(Manager.questionNumber) + "/" + String(DataModel.Questions.count)
nIndex = 0
let animation = AnimationView(name: Manager.currentImage)
animation.loopMode = .loop
animation.play()
animation.backgroundColor = UIColor.clear
animation.frame = self.AnimView.bounds
animation.backgroundBehavior = .pauseAndRestore
if AnimView.subviews.isEmpty{
self.AnimView.addSubview(animation)
}
else {
for one in imgImageView.subviews{
one.removeFromSuperview()
}
self.AnimView.addSubview(animation)
}
AnswerCollectionView.reloadData()
RandomCollectionView.reloadData()
}
I am interested in suggestions as to what the problem is related to - could it be related to a threading issue?
In response to Jaseel.Dev, I created a function that returned a LottieView with the following:
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
withAnimation(.spring()) {
LottieView(name: animation)
}
}
Related
Is it possible to add a delay to an animation with Cocoa?
In my current code it shows a window and hides it with fade animation. What I am trying to do is add a delay before the fade animation.
#IBAction func doIt(_ sender: NSButton) {
openPanel()
NSAnimationContext.runAnimationGroup { (cont) in
cont.duration = 1.0
self.panel.animator().alphaValue = 0
}
//hide on completion
}
Wrap what you want to delay in a DispathQueue async call:
DispatchQueue.main.asyncAfter(deadline: .now() + 1) { //delays 1 second
//code to delay
}
I have a layer that moves up when I swipe up and then the same layer moves down when I swipe down.
When I swipe up, I don’t want the user to be able to swipe down to activate that animation until the swipe up animation is complete and vice-versa.
How do I accomplish this? I’ve tried disabling the swipe gesture using “isEnabled” but no dice. Some other similar questions have answers that are from very long ago and the syntax is very different. I’m using the latest version of xcode.
This issue could be solved by adding boolean variable, IF Statement along with a DispatchQueue function to prevent another animation from occurring until the current animation has finished.
import UIKit
var animation_active = false
let animation_duration = 2 //For easy maintenance
func swipe_down() {
if animation_active == false {
animation_active == true
//Animation code goes here. Variable 'animation_active' should be used when performing the animation for easy matinence
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(animation_duration), execute: {
animation_active = false
})
}
}
func swipe_up() { //This is exactly the same as swipe_up. Yet it will prevent the swipe animation from occuring when the swipe down animation is occuruing thanks to the variable 'animation_active'
if animation_active == false {
animation_active == true
//Animation code goes here. Variable 'animation_active' should be used when performing the animation for easy matinence
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(animation_duration), execute: {
animation_active = false
})
}
}
I need to make my image jump and move down with animation. I am using sprites to show the jump animation. But, when I try to combine it with move down animation, it does not work. I am trying it on click of a button. Below is my code.
My animation works properly for second click but for first click it just jumps at its current location and at second click it jumps and moves down. I am trying to make it jump and move down at first button click.
#IBAction func targetTouchAction(_ sender: Any) {
let images: [UIImage] = (1...10).map { return UIImage(named: "Jump_\($0)")! }
self.jackImage.frame.origin.y = self.jackImage.frame.origin.y + 100.0
self.jackImage.animationImages = images
self.jackImage.animationDuration = 2.0
self.jackImage.animationRepeatCount = 1
self.jackImage.startAnimating()
}
I am trying this from last two three hours but no luck.
You are mixing 2 different types of animation. Don't do that. Using the animationImages property of a UIImageView is separate from using UIView animation methods like UIView.animate(duration:animations:)
Get rid of that UIView animation wrapper, and just specify the animation images and other settings for your image view:
#IBAction func targetTouchAction(_ sender: Any) {
let jumpImages = ["Jump_1","Jump_2","Jump_3","Jump_4","Jump_5","Jump_6","Jump_7","Jump_8","Jump_9","Jump_10"]
var images = [UIImage]()
for image in jumpImages{
images.append(UIImage(named: image)!)
}
self.imageView.frame.origin.y = self.imageView.frame.origin.y + 100.0
self.imageView.animationImages = images
self.imageView.animationDuration = 2.0
self.imageView.animationRepeatCount = 1
self.imageView.startAnimating()
}
Note that loading the array of images into the image view each time you trigger the animation is unnecessary, but it should still work.
I haven't worked with SpriteKit, so I'm not sure how your image view animation will interact with that. (Plus you didn't show that part of your code.)
Also, note that you could create your array of images with 1 line of code, and without using a hard-coded array of filenames:
let images: [UIImage] = (1...10).map { return UIImage(named: "Jump_\($0)") }
That code creates a sequence from 1 to 10. It then uses the map statement to map that sequence into an array of images by feeding the value into a string, and using that string as the image name in a call to UIImage(named:)
Could use some help troubleshooting an issue with a SpriteKit scene.
I have a scene that displays some coins in the main section of the app.
When I present a viewcontroller from the bottom I have no issue. Same for tab bar navigation, no issues.
Here is the view as it should always be displayed.
The issue comes only when I present a viewcontroller from the side.
When the new viewcontroller is dismissed, the scene works, but is distorted.
this is how it is displayed after a viewcontroller is displayed modally and later on dismissed.
EDIT: I forgot to mention that if I swipe vertically on the distorted scene, the distortion is fixed and all is good.
Here is some of the code in viewDidAppear of the viewcontroller.
Thanks for the help.
EDIT 2:
I just tested the app on a iPhone 5 using iOS 10 and the issue doesn't happen. Any chance this might be iOS 11 related?
func configureScene(_ completion: () -> Void) {
defer { completion() }
guard wScene == nil else { return }
let skView = SKView(frame: self.view.frame)
skView.isUserInteractionEnabled = false
skView.backgroundColor = .clear
wScene = WScene(size: view.frame.size)
wScene.backgroundColor = .clear
skView.presentScene(wScene)
view.insertSubview(skView, belowSubview: collectionView)
if let buttonsObstacle = doubleButton?.buttonsView {
let obstacleSize = CGSize.init(width: buttonsObstacle.frame.width, height: buttonsObstacle.frame.height)
obstacle = SKSpriteNode.init(color: .clear, size: obstacleSize)
guard let obstacle = obstacle else { return }
obstacle.name = WScene.obstacleNodeName
let convertedOrigin = view.convert(buttonsObstacle.center, from: buttonsObstacle.superview)
let skConvertedOrigin = skView.convert(convertedOrigin, to: wScene)
obstacle.position = skConvertedOrigin
obstacle.physicsBody = SKPhysicsBody(rectangleOf: obstacleSize)
obstacle.physicsBody?.allowsRotation = false
obstacle.physicsBody?.isDynamic = false
source.scrollHandler = { [weak self] (scrollView) in
guard let strongSelf = self else { return }
strongSelf.buttonsMoved(inView: skView, withScroll: scrollView)
}
wScene.addChild(obstacle)
presenter.loadData()
}
}
I solved my issue.
It was related to the new iOS 11 adjustedContentInset property.
My Coin SK scene was being moved by the scroll handler when the view appeared after a modal transition.
My solution is to disable the scrolling for the first 0.1 second after the view appears. In this way iOS 11 doesn't touch the coins anymore while users are able to scroll correctly because they interact with the view most of the time after at least 0.1 seconds.
EDIT: I have a project with a row of buttons on top on it. Usually the buttons are 5 in Compact view and 6 in Regular view. I would like to remove a button when the app runs in 1/3 Split View. How can I determine the width of the app?
I'm using this code to determinate the current width of the app when in Split View (multitasking):
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
// works but it's deprecated:
let currentWidth = UIScreen.mainScreen().applicationFrame.size.width
print(currentWidth)
}
It works, but unfortunately applicationFrame is deprecated in iOS 9, so I'm trying to replace it with this:
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
// gives you the width of the screen not the width of the app:
let currentWidth = UIScreen.mainScreen().bounds.size.width
print(currentWidth)
}
The problem is that the first statement gives you the effective width of the app and it's fine, instead the second one, gives you the width of the screen, so you can't use it to learn the real width of the app when it is in Split View.
Would someone know what code would be necessary to replace this deprecated statement?
let currentWidth = UIScreen.mainScreen().applicationFrame.size.width // deprecated
#TheValyreanGroup's answer will work if there are no intervening view controllers mucking with sizes. If that possibility exists you should be able to use self.view.window.frame.size.width
You can just get the size of the parent view.
let currentSize = self.view.bounds.width
That will return the width accurately even in split view.
You can do something like this to determine whether to show or hide a button.
let totalButtonWidth: Int
for b in self.collectionView.UIViews{
let totalButtonWidth += b.frame.width + 20 //Where '20' is the gap between your buttons
}
if (currentSize < totalButtonWidth){
self.collectionView.subviews[self.collectionView.subviews.count].removeFromSuperview()
}else{
self.collectionView.addSubview(buttonViewToAdd)
}
Something like that, but i think you can get the idea.
Thanks to the replay of TheValyreanGroup and David Berry on this page I made a solution that can respond to the interface changes without using the deprecate statement UIScreen.mainScreen().applicationFrame.size.width I post it here with its context to made more clear what is the problem and the (surely improvable) solution. Please post any suggestion and comment you think could improve the code.
// trigged when app opens and when other events occur
override func traitCollectionDidChange(previousTraitCollection: UITraitCollection?) {
let a = self.view.bounds.width
adaptInterface(Double(a))
}
// not trigged when app opens or opens in Split View, trigged when other changes occours
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
adaptInterface(Double(size.width))
}
func isHorizontalSizeClassCompact () -> Bool {
if (view.traitCollection.horizontalSizeClass == UIUserInterfaceSizeClass.Compact) {
return true // Comapact
} else {
return false // Regular
}
}
func adaptInterface(currentWidth: Double) {
if isHorizontalSizeClassCompact() { // Compact
// do what you need to do when sizeclass is Compact
if currentWidth <= 375 {
// do what you need when the width is the one of iPhone 6 in portrait or the one of the Split View in 1/3 of the screen
} else {
// do what you need when the width is bigger than the one of iPhone 6 in portrait or the one of the Split View in 1/3 of the screen
}
} else { // Regular
// do what you need to do when sizeclass is Regular
}
}