SwiftUI Confetti Animation - animation

Note: I solved the issue. If you are interested in the animation, I created a package with SPM and is available on https://github.com/simibac/ConfettiSwiftUI
So I am trying to create a confetti animation in SwiftUI. This is what I have so far:
This works all as expected and is done with the following code:
struct Movement{
var x: CGFloat
var y: CGFloat
var z: CGFloat
var opacity: Double
}
struct FancyButtonViewModel: View {
#State var animate = [false]
#State var finishedAnimationCouter = 0
#State var counter = 0
var body: some View {
VStack{
ZStack{
ForEach(finishedAnimationCouter...counter, id:\.self){ i in
ConfettiContainer(animate:$animate[i], finishedAnimationCouter:$finishedAnimationCouter, num:1)
}
}
Button("Confetti"){
animate[counter].toggle()
animate.append(false)
counter+=1
}
}
}
}
struct ConfettiContainer: View {
#Binding var animate:Bool
#Binding var finishedAnimationCouter:Int
var num:Int
var body: some View{
ZStack{
ForEach(0...num-1, id:\.self){ _ in
Confetti(animate: $animate, finishedAnimationCouter:$finishedAnimationCouter)
}
}
.onChange(of: animate){_ in
DispatchQueue.main.asyncAfter(deadline: .now() + 3.5) {
finishedAnimationCouter+=1
}
}
}
}
struct Confetti: View{
#Binding var animate:Bool
#Binding var finishedAnimationCouter:Int
#State var movement = Movement(x: 0, y: 0, z: 1, opacity: 0)
var body: some View{
Text("❤️")
.frame(width: 50, height: 50, alignment: .center)
.offset(x: movement.x, y: movement.y)
.scaleEffect(movement.z)
.opacity(movement.opacity)
.onChange(of: animate) { _ in
withAnimation(Animation.easeOut(duration: 0.4)) {
movement.opacity = 1
movement.x = CGFloat.random(in: -150...150)
movement.y = -300 * CGFloat.random(in: 0.7...1)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.4) {
withAnimation(Animation.easeIn(duration: 3)) {
movement.y = 200
movement.opacity = 0.0
}
}
}
}
}
Now I want to replace the Heart Emoji with an animated confetti view. Thus, I created the following view:
struct ConfettiView: View {
#State var animate = false
#State var xSpeed = Double.random(in: 0.7...2)
#State var zSpeed = Double.random(in: 1...2)
#State var anchor = CGFloat.random(in: 0...1).rounded()
var body: some View {
Rectangle()
.frame(width: 20, height: 20, alignment: .center)
.onAppear(perform: { animate = true })
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 1, y: 0, z: 0))
.animation(Animation.linear(duration: xSpeed).repeatForever(autoreverses: false))
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 0, y: 0, z: 1), anchor: UnitPoint(x: anchor, y: anchor))
.animation(Animation.linear(duration: zSpeed).repeatForever(autoreverses: false))
}
}
This works as expected as well. However, if I replace the Text("❤️") with. ConfettiView() I get some unexpected animation as shown below. (I reduced the number of confettis to 1 so the animation can be observed better). What does the animation break?

Your animations overlaps, to solve you need to join inner one with state value.
Here is fixed variant. Tested with Xcode 12.1 / iOS 14.1
struct ConfettiView: View {
#State var animate = false
#State var xSpeed = Double.random(in: 0.7...2)
#State var zSpeed = Double.random(in: 1...2)
#State var anchor = CGFloat.random(in: 0...1).rounded()
var body: some View {
Rectangle()
.frame(width: 20, height: 20, alignment: .center)
.onAppear(perform: { animate = true })
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 1, y: 0, z: 0))
.animation(Animation.linear(duration: xSpeed).repeatForever(autoreverses: false), value: animate)
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 0, y: 0, z: 1), anchor: UnitPoint(x: anchor, y: anchor))
.animation(Animation.linear(duration: zSpeed).repeatForever(autoreverses: false), value: animate)
}
}

Thanks for the code above, very useful for my project.
However, instead of clicking, I have embedded the animation generation within a timer:
func startConfettiTimer() {
confettiTimer = Timer.scheduledTimer(withTimeInterval: 0.05, repeats: true, block: { _ in
confettiAnimate[confettiCounter].toggle()
confettiAnimate.append(false)
confettiCounter+=1
})
_ = confettiTimer
}
func stopConfettiTimer() {
confettiTimer?.invalidate()
}
Full code here:
Github

Related

SwiftUI Animation - Issue with Tabview

I am having an issue with animations in a tabview. I have a tabview with 2 views.
The first view has a shape with an animation. The second view is a simple text.
When I launch the application, View1 appears and the animation is correct. When I swipe to View2 and come back to View1, the animation no longer appear as intended and is somewhat random. Anyone might know what the issue might be ? Thank you.
ContentView
import SwiftUI
struct ContentView: View {
var body: some View {
TabView {
View1()
View2()
} //: TAB
.tabViewStyle(PageTabViewStyle())
.padding(.vertical, 20)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
View1
import SwiftUI
struct FollowEffect: GeometryEffect {
var pct: CGFloat = 0
let path: Path
var rotate = true
var animatableData: CGFloat {
get { return pct }
set { pct = newValue }
}
func effectValue(size: CGSize) -> ProjectionTransform {
if !rotate {
let pt = percentPoint(pct)
return ProjectionTransform(CGAffineTransform(translationX: pt.x, y: pt.y))
} else {
// Calculate rotation angle, by calculating an imaginary line between two points
// in the path: the current position (1) and a point very close behind in the path (2).
let pt1 = percentPoint(pct)
let pt2 = percentPoint(pct - 0.01)
let a = pt2.x - pt1.x
let b = pt2.y - pt1.y
let angle = a < 0 ? atan(Double(b / a)) : atan(Double(b / a)) - Double.pi
let transform = CGAffineTransform(translationX: pt1.x, y: pt1.y).rotated(by: CGFloat(angle))
return ProjectionTransform(transform)
}
}
func percentPoint(_ percent: CGFloat) -> CGPoint {
let pct = percent > 1 ? 0 : (percent < 0 ? 1 : percent)
let f = pct > 0.999 ? CGFloat(1-0.001) : pct
let t = pct > 0.999 ? CGFloat(1) : pct + 0.001
let tp = path.trimmedPath(from: f, to: t)
return CGPoint(x: tp.boundingRect.midX, y: tp.boundingRect.midY)
}
}
struct Solar2Grid: Shape {
func path(in rect: CGRect) -> Path {
return Solar2Grid.createArcPath(in: rect)
}
static func createArcPath(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height - 20))
path.addArc(center: CGPoint(x: rect.width - 20, y: rect.height - 20), radius: CGFloat(20), startAngle: .degrees(0), endAngle: .degrees(90), clockwise: false)
path.addLine(to: CGPoint(x: 0, y: rect.height))
return path
}
}
struct AnimRecView: View {
#State var flag: Bool = false
var body: some View {
ZStack {
Solar2Grid()
.stroke(Color.purple, style: StrokeStyle( lineWidth: 2, dash: [3]))
Circle()
.foregroundColor(Color.red)
.blur(radius: 3.0)
.frame(width: 8, height: 8).offset(x: -40, y: -40)
.modifier(FollowEffect(pct: self.flag ? 1 :0, path: Solar2Grid.createArcPath(in: CGRect(x: 0, y: 0, width: 80, height: 80)), rotate: false))
.onAppear {
withAnimation(Animation.linear(duration: 1.5).repeatForever(autoreverses: false)) {
self.flag.toggle()
}
}
}
}
}
struct View1: View {
#State var flag: Bool = false
var body: some View {
VStack() {
Text("View1")
Spacer()
HStack() {
AnimRecView()
}
.frame(width: 80, height: 80, alignment: /*#START_MENU_TOKEN#*/.center/*#END_MENU_TOKEN#*/)
Spacer()
}
.frame(minWidth: /*#START_MENU_TOKEN#*/0/*#END_MENU_TOKEN#*/, maxWidth: /*#START_MENU_TOKEN#*/.infinity/*#END_MENU_TOKEN#*/, minHeight: /*#START_MENU_TOKEN#*/0/*#END_MENU_TOKEN#*/, maxHeight: /*#START_MENU_TOKEN#*/.infinity/*#END_MENU_TOKEN#*/, alignment: /*#START_MENU_TOKEN#*/.center/*#END_MENU_TOKEN#*/)
.background(LinearGradient(gradient: Gradient(colors: [Color.blue, Color.black]), startPoint: .top, endPoint: .bottom))
.cornerRadius(20)
.padding(.horizontal, 20)
}
}
struct View1_Previews: PreviewProvider {
static var previews: some View {
View1()
}
}
View2
import SwiftUI
struct View2: View {
var body: some View {
Text("View2")
}
}
struct View2_Previews: PreviewProvider {
static var previews: some View {
View2()
}
}
The problem is that .onAppear() is only called once, so the next time the view is shown, the animation doesn't know what to do. The fix is to put an explicit animation on the Circle() itself. Then, when the view comes back on screen, it has the appropriate animation. Like this:
struct AnimRecView: View {
#State var flag: Bool = false
var body: some View {
ZStack {
Solar2Grid()
.stroke(Color.purple, style: StrokeStyle( lineWidth: 2, dash: [3]))
Circle()
.foregroundColor(Color.red)
.blur(radius: 3.0)
.frame(width: 8, height: 8).offset(x: -40, y: -40)
.modifier(FollowEffect(pct: self.flag ? 1 : 0, path: Solar2Grid.createArcPath(in: CGRect(x: 0, y: 0, width: 80, height: 80)), rotate: false))
// Put the explicit animation here
.animation(Animation.linear(duration: 1.5).repeatForever(autoreverses: false), value: flag)
.onAppear {
self.flag = true
}
}
}
}

SwiftUI Animation Circle with Colors

My problem is simple I think but I can't figure how solve it.
I've this :
struct ArcSelectionView: View {
#Binding var isShowing: Bool
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State var colors = [Color.blue, Color.red, Color.green, Color.yellow]
var body: some View {
ZStack {
ForEach(1 ..< 5, id: \.self) { item in
Circle()
.trim(from: self.isShowing ? CGFloat((Double(item) * 0.25) - 0.25) : CGFloat(Double(item) * 0.25),
to: CGFloat(Double(item) * 0.25))
.stroke(self.colors[item - 1], lineWidth: 50)
.frame(width: 300, height: 300)
.onTapGesture {
if colors[item - 1] == colorToPress {
score += 1
}
isShowing.toggle()
colorToPress = colors.randomElement() ?? Color.offWhite
colors.shuffle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.35) {
self.isShowing.toggle()
}
}
}
}
.opacity(self.isShowing ? 1 : 0)
.rotationEffect(.degrees(self.isShowing ? 0 : 180))
.animation(.linear(duration: 0.35))
}
}
If I didn't shuffle colors in the .onTapGesture, everything is ok. But If I do, I've a strange plain Circle that appears in the middle and disappear after. It's ugly. Ugly Circle
Thank you for your help !
The issue is with the animation of the Circles. The better solution is to use arc shapes. Here is a working solution:
struct ArcSelectionView: View {
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State private var colors = [Color.blue, Color.red, Color.green, Color.yellow]
#State private var pct: CGFloat = 0.25
#State private var originalPCT: CGFloat = 0.25
let duration: Double = 0.35
var body: some View {
ZStack {
CircleView(wedge: originalPCT)
// I am not sure why, but at there is a difference of 10 in the sizes of the
// circle and the modifier. This corrects for it so the touch is accurate.
.frame(width: 310, height: 310)
PercentageArc(Color.clear, colors: colors, pct: pct) {
// With this solution you must have the callback sent to
// the main thread. This was unnecessary with AnimatbleModifier.
DispatchQueue.main.async {
pct = originalPCT
}
}
.animation(.linear(duration: duration), value: pct)
.frame(width: 300, height: 300)
// This forces the view to ignore taps.
.allowsHitTesting(false)
}
.onAppear {
pct = 1.0 / CGFloat(colors.count)
originalPCT = pct
}
}
func CircleView(wedge: CGFloat) -> some View {
ZStack {
// Array(zip()) is a cleaner and safe way of using indices AND you
// have the original object to use as well.
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
Circle()
.trim(from: CGFloat((Double(index) * wedge)),
to: CGFloat(Double(index + 1) * wedge))
// The color of the stroke should match your background color.
// Clear won't work.
.stroke(.white, lineWidth: 50)
.onTapGesture {
if color == colorToPress {
score += 1
print("score!")
}
pct = 0
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
colorToPress = colors.randomElement() ?? .white
colors.shuffle()
}
}
}
}
}
}
struct PercentageArc<Content>: View, Animatable where Content: View {
private var content: Content
private var colors: [Color]
private var pct: CGFloat
private var target: CGFloat
private var onEnded: () -> ()
init(_ content: Content, colors: [Color], pct: CGFloat, onEnded: #escaping () -> () = {}) {
self.content = content
self.colors = colors
self.pct = pct
self.target = pct
self.onEnded = onEnded
}
var animatableData: CGFloat {
get { pct }
set { pct = newValue
// newValue here is interpolating by engine, so changing
// from previous to initially set, so when they got equal
// animation ended
if newValue == target {
onEnded()
}
}
}
var body: some View {
content
.overlay(
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
ArcPortionShape(pct: pct, startAngle: .degrees(1.0 / CGFloat(colors.count) * CGFloat(index) * 360.0))
.foregroundColor(color)
}
)
}
struct ArcPortionShape: InsettableShape {
let pct: CGFloat
let startAngle: Angle
var insetAmount = 0.0
init(pct: CGFloat, startAngle: Angle) {
self.pct = pct
self.startAngle = startAngle
}
var portion: CGFloat {
pct * 360.0
}
var endAngle: Angle {
.degrees(startAngle.degrees + portion)
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: rect.width / 2.0, y:rect.height / 2.0),
radius: rect.height / 2.0 + 5.0,
startAngle: startAngle,
endAngle: endAngle,
clockwise: false)
return p.strokedPath(.init(lineWidth: 50))
}
func inset(by amount: CGFloat) -> some InsettableShape {
var arc = self
arc.insetAmount += amount
return arc
}
}
}
Originally, I made this with an AnimatableModifier, but it is deprecated, and the solution using it fails if it is placed in ANY stack or NavigationView. I can see why AnimatableModifier is deprecated.
This solution draws inspiration from this answer from Asperi, for the callback idea, though the solution will not work in iOS 15.2.

How to change color of a shape after a time x?

Sorry if it's a simple fix, I am a still bit new to swift/swiftui
I have been trying to accomplish a change of color after a second.
struct ContentView: View {
#State private var hasTimeElapsed = false
var colorCircle: [Color] = [.red, .green]
var body: some View {
Circle()
.fill(self.colorCircle.randomElement()!)
.frame(width: 100,
height: 100)
.onAppear(perform: delayCircle)
}
private func delayCircle() {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.hasTimeElapsed = true
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
There's no need to use the hasTimeElapsed variable. Instead you can add a #State variable to store your current colour and set it in delayCircle():
struct ContentView: View {
var colorCircle: [Color] = [.red, .green]
#State var currentColor = Color.red
var body: some View {
Circle()
.fill(currentColor)
.frame(width: 100,
height: 100)
.onAppear(perform: delayCircle)
}
private func delayCircle() {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.currentColor = self.colorCircle.randomElement()!
}
}
}
If you want to start with a random colour (instead of #State var currentColor = Color.red) you can set it in init:
#State var currentColor: Color
init() {
_currentColor = .init(initialValue: self.colorCircle.randomElement()!)
}
UPDATE due to OP's comment
If you want to set your circle colour in a loop you can use a Timer:
struct ContentView: View {
var colorCircle: [Color] = [.red, .green]
#State var currentColor: Color = .red
// firing every 1 second
let timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
var body: some View {
VStack {
Circle()
.fill(currentColor)
.frame(width: 100,
height: 100)
Button("Stop timer") {
self.timer.upstream.connect().cancel() // <- stop the timer
}
}
.onReceive(timer) { _ in // <- when the timer fires perfom some action (here `randomizeCircleColor()`)
self.randomizeCircleColor()
}
}
private func randomizeCircleColor() {
self.currentColor = self.colorCircle.randomElement()!
}
}

SwiftUI: using RotationGesture with changeable blur effect

I am trying to combine the RotationGesture with changeable blur effect. So if you turn the ocular right, you get the picture more sharp like in binoculars. Turn left, it will be blurred again. The code below is basically doing it, but not very smoothly. Have you any ideas to improve the effect?
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Image("cat")
.resizable()
.frame(width: 200, height: 200)
.blur(radius: blurring)
.clipShape(Circle())
Image("ocular_rk2")
.resizable()
.frame(width: 350, height: 350)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring += sharping
} else {
blurring -= sharping
}
}
}
check this out (i tested it, it works)
maybe you should think about changing some values because you have to rotate a while until you see the text.
by the way: it is always a good manner to post compilable reproducable code (we do not have your images)...
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Text("cat")
// .resizable()
.frame(width: 200, height: 200)
.clipShape(Circle())
.background(Color.yellow)
Text("ocular_rk2")
// .resizable()
.blur(radius: blurring)
.frame(width: 350, height: 350)
.background(Color.red)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring = blurring + sharping
} else {
blurring = blurring - sharping
print(blurring)
}
}
}

How to update different views using SwiftUI?

I am aiming to make a program in which I am using using SwiftUI buttons to update by SCNView in SceneKit. I have a cylinder as a SCNCylinder in my SCNView inside a frame in SwiftUI. I want my cylinder to rotate about 180° after I press the button. In my current code I have used #State and #Binding to update the view. But somehow the cylinder rotates as soon as I run the code, not waiting for me to touch the button. Not sure why this happens
Here is my code :
struct ContentView: View {
#State var rotationAngle: Float = 180
var body: some View {
VStack{
Button(action: {
// What to perform
self.rotationAngle = 180
}) {
// How the button looks like
Text("180°")
.frame(width: 100, height: 100)
.position(x: 225, y: 500)
}
SceneKitView(angle: self.$rotationAngle)
.frame(width: 300, height: 300)
.position(x: 225, y: 0)
}
}
}
struct SceneKitView: UIViewRepresentable {
#Binding var angle: Float
func degreesToRadians(_ degrees: Float) -> CGFloat {
return CGFloat(degrees * .pi / 180)
}
func makeUIView(context: UIViewRepresentableContext<SceneKitView>) -> SCNView {
let sceneView = SCNView()
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = UIColor.white
sceneView.frame = CGRect(x: 0, y: 10, width: 0, height: 1)
return sceneView
}
func updateUIView(_ sceneView: SCNView, context: UIViewRepresentableContext<SceneKitView>) {
let cylinder = SCNCylinder(radius: 0.02, height: 2.0)
let cylindernode = SCNNode(geometry: cylinder)
cylindernode.position = SCNVector3(x: 0, y: 0, z: 0)
cylinder.firstMaterial?.diffuse.contents = UIColor.green
cylindernode.pivot = SCNMatrix4MakeTranslation(0, -1, 0)
let rotation = SCNAction.rotate(by: self.degreesToRadians(self.angle), around: SCNVector3(1, 0, 0), duration: 5)
sceneView.scene?.rootNode.addChildNode(cylindernode)
cylindernode.runAction(rotation)
}
typealias UIViewType = SCNView
}
I want the cylinder to rotate after I press the button. Please help me with this problem.
just set startingAngle to 0
#State var rotationAngle: Float = 0

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