I have a little blue circle that fades in and out to two different locations until the user touches the screen. Then I want the circle to fade out in the position it is at.
- (void)fadePowerUpOut {
[UIView animateWithDuration:.5 delay:2 options:UIViewAnimationOptionCurveLinear animations:^{//the power up will stay in its position until after 2 seconds it will fade out which is because of the delay
self.powerUp.alpha=0;
} completion:^(BOOL finished) {
if (finished) {//I put if finished here because i don't want this method to be ran if the user touches the screen within the 2 second delay
if (self.powerUp.frame.origin.x==self.rectPowerUp.origin.x) {//if its in the first location go to the second
self.powerUp.frame=self.rectPowerUp2;
}else{//if its in the second location go to the first
self.powerUp.frame=self.rectPowerUp;
}
[self fadePowerUpIn];
}
}];
}
- (void)fadePowerUpIn {
[UIView animateWithDuration:.5 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.powerUp.alpha=1;
} completion:^(BOOL finished) {
if (finished) {
[self FadePowerUpOut];
}
}];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[UIView animateWithDuration:.5 delay:0 options:UIViewAnimationCurveLinear|UIViewAnimationOptionBeginFromCurrentState animations:^(){ self.powerUp.alpha=0;} completion:^(BOOL completion){
}];
}
What is happening is, when the user touches the screen the circle just does not fade out, but only fades out after the 2 seconds (the delay I put on the fadePowerUpOut method).
As ACB indicated the first thing to do is set the Delay to zero. To be able to start the
delayed fadeout I would suggest using a timer.
Related
I`m wondering if is possible to write different UIView animation at the same time.
I trying to animate two Apple style flip counters using sprite animation simultaneously.
Each flip counter has his own animation.
The problem is that the second flip counter start to run when the first counter finish.
EDITED Twice: Here is the code: https://dl.dropbox.com/u/1348024/MultipleFlipCounters.zip
There are two simple classes “FlipCounterView.m” and “CounterViewController”.
Tapping the screen “CounterViewController” will start the animation.
Thanks!
EDITED:
Relevant code added.
Apple style flip counter sprite animation is done FlipCounterView class.
- (void)viewDidLoad{
[super viewDidLoad];
flipCounter1 = [[FlipCounterView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
[flipCounter1 add:10];
[self.view addSubview:flipCounter1];
flipCounter2 = [[FlipCounterView alloc] initWithFrame:CGRectMake(0, 120, 200, 200)];
[flipCounter2 add:10];
[self.view addSubview:flipCounter2];
}
Tapping screen:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[UIView animateWithDuration:0.5
animations:^{
//this method made an sprite animation on flipCounter1
[flipCounter1 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
}];
[UIView animateWithDuration:0.5
animations:^{
//this method made an sprite animation on flipCounter2
[flipCounter2 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
}];
}
Your code crashes, but give this a try after fixing the crash:
- (void)animateNow1
{
[UIView animateWithDuration:0.5
animations:^{
[flipCounter1 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
}];
}
- (void)animateNow2
{
[UIView animateWithDuration:0.5
animations:^{
[flipCounter2 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
}];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self performSelector:#selector(animateNow1) withObject:nil afterDelay:0.00];
[self performSelector:#selector(animateNow2) withObject:nil afterDelay:0.00];
}
The crash in your code seems to be unrelated to the animation (Xcode 4.5.1), and if you want both animations performing simultaneously you can just do this in one animation block (since the animations attributes are the same).
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[UIView animateWithDuration:0.5 animations:^{
[flipCounter1 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
[flipCounter2 distributedAdd:150 overSeconds:0 withNumberOfIterations:3];
}];
}
I'm using [UIView animateWithDuration:...] for animate sequence of UIImageView views. Like this:
[UIView animateWithDuration:1.0 animations:^{
imageView.frame = newImageRectPosition;
}completion:^(BOOL finished){
//animate next UIImageView
}];
I need animate 'next UIImageView' not on completion. I need animate 'next UIImageView' on the middle of previous animation, not on completion. Is it possible to do so?
You can setup two UIView animation blocks, one which has a delay of half the duration of the first animation:
[UIView animateWithDuration:1.0
animations:^{ ... }
completion:^(BOOL finished){ ... }
];
[UIView animateWithDuration:1.0
delay:0.5
options:UIViewAnimationCurveLinear
animations:^{ ... }
completion:^(BOOL finished) { ... }
];
There are many options you can use to achieve the effect you're after. One which comes to mind is the use of timers.
Use an NSTimer with a firing interval half of that of your animation, and get the timer to fire off another animation. As long as the two animations don't interfere with each other, you should be ok.
An example would be as so:
NSTimer* timer;
// Modify to your uses if so required (i.e. repeating, more than 2 animations etc...)
timer = [NSTimer scheduledTimerWithTimeInterval:animationTime/2 target:self selector:#selector(runAnimation) userInfo:nil repeats:NO];
[UIView animateWithDuration:animationTime animations:^{
imageView.frame = newImageRectPosition;
} completion:nil];
- (void)runAnimation
{
// 2nd animation required
[UIView animateWithDuration:animationTime animations:^{
imageView.frame = newImageRectPosition;
} completion:nil];
}
With a timer, this could scale up if you needed to do more than two animations, and it all holds together if you need to change the animation time later on.
I've searched loads of SO stuff and in Apple's references, but still unable to manage my problem.
What I have:
A screen with 2 UIImageViews and 2 UIButtons connected to them
2 kinds of animation:
Scaling up and then down of each image, one after another, only once in viewDidLoad
When a button pressed (a custom button hidden 'inside' of each UIImageView) it triggers animation of appropriate UIImageView–only one, not both–(also scale up, then down).
As I am writing for iOS4+ I'm told to use block based animations!
What I need:
How do I cancel a running animation? I've managed to cancel after all but the last one... :/
Here is my code snippet:
[UIImageView animateWithDuration:2.0
delay:0.1
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
isAnimating = YES;
self.bigLetter.transform = CGAffineTransformScale(self.bigLetter.transform, 2.0, 2.0);
} completion:^(BOOL finished){
if(! finished) return;
[UIImageView animateWithDuration:2.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.bigLetter.transform = CGAffineTransformScale(self.bigLetter.transform, 0.5, 0.5);
} completion:^(BOOL finished){
if(! finished) return;
[UIImageView animateWithDuration:2.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.smallLetter.transform = CGAffineTransformScale(self.smallLetter.transform, 2.0, 2.0);
} completion:^(BOOL finished){
if(! finished) return;
[UIImageView animateWithDuration:2.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.smallLetter.transform = CGAffineTransformScale(self.smallLetter.transform, 0.5, 0.5);
}
completion:^(BOOL finished){
if (!finished) return;
//block letter buttons
[self.bigLetterButton setUserInteractionEnabled:YES];
[self.smallLetterButton setUserInteractionEnabled:YES];
//NSLog(#"vieDidLoad animations finished");
}];
}];
}];
}];
Somehow the smallLetter UIImageView is not working properly, because when pressed (through button) bigLetter is canceling animations properly...
EDIT:
I've used this solution, but still having problem with scaling down smallLetter UIImageView - not cancelling at all...
solution
EDIT2: I've added this at the beginning of next/prev methods:
- (void)stopAnimation:(UIImageView*)source {
[UIView animateWithDuration:0.01
delay:0.0
options:(UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionAllowUserInteraction)
animations:^ {
source.transform = CGAffineTransformIdentity;
}
completion:NULL
];
}
problem stays... :/ no idea how to interrupt last animation for letters in animation chain
You can stop all animations on a view by calling:
[view.layer removeAllAnimations];
(You'll need to import the QuartzCore framework to call methods on view.layer).
If you want to stop a specific animation, not all animations, your best best bet is to use CAAnimations explicitly rather than the UIView animation helper methods, then you will have more granular control and can stop animations explicitly by name.
The Apple Core Animation documentation can be found here:
https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/CoreAnimation_guide/CreatingBasicAnimations/CreatingBasicAnimations.html
For iOS 10 use UIViewPropertyAnimator to animate.
It provides methods to start, stop and pause UIView animations.
let animator = UIViewPropertyAnimator(duration: 2.0, curve: .easeOut){
self.view.alpha = 0.0
}
// Call this to start animation.
animator.startAnimation()
// Call this to stop animation.
animator.stopAnimation(true)
I'd add to Nick's answer that to make removeAllAnimations smooth next idea be very handy.
[view.layer removeAllAnimations];
[UIView transitionWithView:self.redView
duration:1.0f options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
[view.layer displayIfNeeded];
} completion:nil];
You can try this (in Swift):
UIView.setAnimationsEnabled(false)
UIView.setAnimationsEnabled(true)
Note: you can put code between those two calls if necessary, for example:
UIView.setAnimationsEnabled(false)
aview.layer.removeAllAnimations() // remove layer based animations e.g. aview.layer.opacity
UIView.setAnimationsEnabled(true)
I wanted to rotate a UIView on its horizontal axis for 360 degrees and then refresh the content in the view. I was looking out for solutions on this. Found a couple here n there. This is what I came out with.
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionTransitionNone animations:^{
self.tableView.layer.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0);
} completion:^(BOOL finished){
NSLog(#"Finished first pi");
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionTransitionNone animations:^{
self.tableView.layer.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0);
} completion:^(BOOL finished) {
NSLog(#"Finished second pi");
}];
}];
This flips the view but only by 180 degrees. I want it to flip one more time so that I can see the view normally..
Both my NSLogs are displayed one after the other. I am sure I am missing something here. ANy help would be helpful..
Thanks
In your completion block try concatenating the new transform with the current transform.
self.tableView.layer.transform = CATransform3DConcat(self.tableView.layer.transform, CATransform3DMakeRotation(M_PI,1.0,0.0,0.0));
You should check this answer How to make a CATransform3dMakeRotation rotate the other way? And chain together
I think that your problem is related with: "When you are working with a transform directly, Core Animation will interpolate the transform from the current value to the specified transform. It will find the shortest path to get to that transform, which will restrict the animation direction. If you try to animate the same transform property twice, the second value will simply override the first, not combine the two transforms together."
use this:-
rotatingView.layer.anchorPoint = CGPointMake(0.0f, 0.0f);
rotatingView.center = CGPointMake(0,
(rotatingView.center.y -
(rotatingView.bounds.size.height/2.0f)));
rotatingView.center = CGPointMake(0,
(rotatingView.center.y-
(rotatingView.bounds.size.height/2)));
// start the Page Open
[UIView beginAnimations:#"Animation" context:nil];
[UIView setAnimationDuration:13.0];
// set angle as per requirement
[rotatingView.layer setValue:[NSNumber numberWithInt:280]
forKeyPath:#"transform.rotation.x"];
[UIView commitAnimations];
You just have to change your code from 1.0 to 0.0 inside completion block and woohoo all done.
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionTransitionNone animations:^{
self.tableView.layer.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0);
} completion:^(BOOL finished){
NSLog(#"Finished first pi");
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionTransitionNone animations:^{
self.tableView.layer.transform = CATransform3DMakeRotation(M_PI,0.0,0.0,0.0);
} completion:^(BOOL finished) {
NSLog(#"Finished second pi");
}];
}];
You can also approach this using the .Repeat and .Autoreverse animation options + setting animation's repeat count. Here's an example in Swift:
UIView.animateWithDuration(time, delay: 0, options: [.Repeat, .Autoreverse], animations: {
UIView.setAnimationRepeatCount(3)
self.view.layer.transform = CATransform3DMakeRotation(CGFloat(M_PI), 1, 0, 0)
}) { (completed) in
// completion
}
Sorry for the poor title, I am trying to think of a easy way to explain this.
I have a UIView in the center of the screen which contains a progress indicator and background image.
What I want it to do is get bigger to a certain point and then shrink a tiny bit. So it "boings" in.
I had a play with normal UIView animations etc and have it coming in. However I thinking to get this to work well I need to use the views layer. The main issue at the moment is the indicator does not size.
Has anyone done a boing effect on a view?
Something like this?
- (void)boingView:(UIView *)theView {
[UIView animateWithDuration:0.1 animations:^(void) {
theView.transform = CGAffineTransformMakeScale(1.3, 1.3);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.1 animations:^(void) {
theView.transform = CGAffineTransformMakeScale(0.8, 0.8);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.1 animations:^(void) {
theView.transform = CGAffineTransformMakeScale(1.0, 1.0);
} completion:nil];
}];
}];
}