How to Animate a UIImage out of the Screen in Swift - animation

i have searched around the web but nothing could answer my question.
I am trying to animate an UIImageview out of the Screen, set the alpha of it to 0, reset its position and reset the alpha to 1 again.
I can't seem to get the right position where to animate the Image to.
I have set up a gesturerecognizer to drag the image around and when the center of the image is above a certain point, i want to animate it out of screen.
This is the Regocnizercode :
#objc func imageDragged(gestureRecognizer: UIPanGestureRecognizer){
//Current Point where the label is dragged
let draggedLabelPoint = gestureRecognizer.translation(in: view)
//Updating the center of the label : viewcenter +/- currentpoint
matchImageView.center = CGPoint(x: view.bounds.width/2 + draggedLabelPoint.x, y: view.bounds.height/2 + draggedLabelPoint.y)
let xFromCenter = view.bounds.width/2 - matchImageView.center.x
var rotation = CGAffineTransform(rotationAngle: xFromCenter / -500)
let scale = min(100/abs(xFromCenter),1)
var scaledAndRotated = rotation.scaledBy(x: scale, y: scale)
//Transforming the Item respective to the distance from center
matchImageView.transform = scaledAndRotated
if gestureRecognizer.state == .ended {
if matchImageView.center.x < (view.bounds.width/2 - 100) {
animateImageToSide(target: CGPoint(x: view.bounds.width - 200, y: matchImageView.center.y))
matchImageView.alpha = 0
}
if matchImageView.center.x > (view.bounds.width/2 + 100) {
animateImageToSide(target: CGPoint(x: view.bounds.width + 200, y: matchImageView.center.y))
matchImageView.alpha = 0
}
//Reset the scaling variables and recentering the Item after swipe
rotation = CGAffineTransform(rotationAngle: 0)
scaledAndRotated = rotation.scaledBy(x: 1, y: 1)
matchImageView.transform = scaledAndRotated
matchImageView.center = CGPoint(x: view.bounds.width/2, y: view.bounds.height/2)
}
}
I am sorry if the resetting part is irrelevant for you, but im not sure if this could cause this behavior.
And this is my current Animationmethod :
func animateImageToSide(target:CGPoint){
UIImageView.animate(withDuration: 0.5, delay: 0, options: .curveLinear, animations: {self.matchImageView.center = target}) { (success: Bool) in
self.updateImage()
self.fadeInImage()//This is where i set the alpha back to 1
}
}
I am not sure if a CGPoint is what i need to use.
The current behavoir of the image is very weird. Most of the time it snaps to a specific place, regardless of the targetposition. Maybe my attempt on this is entirely wrong.
Thanks for your help !

Related

What is the correct way to determine the bounds of NSBezierPath to ensure correct repainting on macOS

I am having some trouble figuring out the correct way to determine the bounds of NZBezierPath for redrawing correctly.
As you can see from the picture below the thin border line seems to be falling outside the NSBezierPath.bounds rectangle.
The code for handling the object dragging is as follows:
func offsetItemLocationBy(item: DItem, x: CGFloat, y:CGFloat)
{
// tell the display to redraw the old rect
let oldBounds = item.bounds // NSBezierPath.bounds
// since the offset can be generated by both mouse moves
// and moveUp:, moveDown:, etc.. actions, we'll invert
// the deltaY amount based on if the view is flipped or
// not.
let invertDeltaY: CGFloat = self.isFlipped ? -1.0: 1.0
let y1=y*invertDeltaY
item.offsetLocationBy(x: x, y: y1) // Creates a new NSBezierPath
self.setNeedsDisplay(oldBounds)
// invalidate the new rect location so that it'll
// be redrawn
self.setNeedsDisplay(item.bounds)
}
Should I be using some other method to calculate the bounds of NSBezierPath?
OK, I just figured it out - NSBezierPath.bounds does not include the LINE WIDTH.
So to calculate the correct bounds subtract lineWidth/2.0 from x and y and add lineWidth to width and height.
var bounds: NSRect {
let b = path.bounds
let sw = path.lineWidth/2.0
let boundsRect = NSRect(x: b.minX-sw, y: b.minY-sw, width: b.width+2*sw, height: b.height+2*sw)
return boundsRect
}

SceneKit shows only partly a large rotated SCNPlane

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When the plane node faces to the camera (with a large angle), it works well (figure 1) and both left and right sides could cover whole left and right sides of the screen. However when I rotate the plane to a small angle (with the camera), only a small part is shown. In figure 2, the left side of the plane comes closer to the camera. That left side should be wide enough (side of 100) to cover all left side of the screen but it is not. Increasing the size of the plane to 10 times (to 2000) did not help.
Any idea about the problem and solution? Thanks
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
scnView.backgroundColor = UIColor.darkGray
scnView.autoenablesDefaultLighting = true
scnView.allowsCameraControl = true
scnView.scene = SCNScene()
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cameraNode.camera = SCNCamera()
scnView.scene?.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 5)
let theBox = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0)
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let theBoxNode = SCNNode(geometry: theBox)
theBoxNode.position = SCNVector3(0, 0, 0)
scnView.scene?.rootNode.addChildNode(theBoxNode)
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plane.firstMaterial?.diffuse.contents = UIColor.blue
let planeNode = SCNNode(geometry: plane)
scnView.scene?.rootNode.addChildNode(planeNode)
}
you might want to check your camera's zNear property to ensure that the plane isn't clipped. You can find an explanation of clipping planes here.

during Spritenode animation and movement appear red large x

Here is problem in which I add zoombie sprite to the scene every one second. When I add another sub animated zoombie to the zoombie node, sometimes it loads animated texture, and other times appear red large X.
func addMonster() {
let zoombieSprite = SKSpriteNode(color: SKColor.greenColor(), size: CGSizeMake(40, 60))
// Determine where to spawn the monster along the Y axis
let actualY = randRange(lower: zoombieSprite.size.height, upper: size.height - zoombieSprite.size.height)
// Position the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
zoombieSprite.position = CGPoint(x: size.width + zoombieSprite.size.width/2, y: actualY)
zoombieSprite.physicsBody = SKPhysicsBody(rectangleOfSize: zoombieSprite.size) // 1
zoombieSprite.physicsBody?.dynamic = true // 2
zoombieSprite.physicsBody?.categoryBitMask = PhysicsCategory.Monster // 3
zoombieSprite.physicsBody?.contactTestBitMask = PhysicsCategory.Projectile // 4
zoombieSprite.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
addChild(zoombieSprite)
//zoombieSprite.addChild(createAnimatedZoombie())
let zoombieAnimation = SKAction.runBlock({
zoombieSprite.addChild(self.createAnimatedZoombie())
})
// Determine speed of the monster
let actualDuration = randRange(lower: 6.0, upper: 10.0)
//print("actualDuration = \(actualDuration)")
let actionMove = SKAction.moveTo(CGPoint(x: -zoombieSprite.size.width/2, y: actualY), duration: NSTimeInterval(actualDuration))
// Create the actions
let actionMoveDone = SKAction.removeFromParent()
zoombieSprite.runAction(SKAction.sequence([zoombieAnimation ,actionMove,actionMoveDone]))
}
//MARK: - ANIMATE FRAME AND MOVE ZOOMBIE
func createAnimatedZoombie () -> SKSpriteNode {
let animatedZoobieNode = SKSpriteNode(texture: spriteArray[0])
let animationFrameAction = SKAction.animateWithTextures(spriteArray, timePerFrame: 0.2)
let durationTime = SKAction.waitForDuration(0.1)
let repeatAction = SKAction.repeatActionForever(animationFrameAction)
let quenceAction = SKAction.sequence([durationTime, repeatAction])
animatedZoobieNode.runAction(quenceAction)
return animatedZoobieNode
}
Thanks very much my respectable brother Joseph Lord and Thank God i solved my problem by just dividing sprite kit atlas array count property by 2 because in this folder i had put both #2x and #3x images so when i used to get number of images from this atlas folder it used to return the number which was addition of #2x and #3x images.

Move SKSpriteNode until touches ended

I created this game in Spite Kit in Swift. I create a ship that I can determine its location be touching above or underneath the location of the ship. The ship will move towards the Y axis where I placed my finger. However at this point the ship will only move by a specific amount, in this case 30 or -30. How can I rewrite this code so the ship will keep on moving until my release of my finger?
Thanks!
func addShip() {
// Initializing spaceship node
ship = SKSpriteNode(imageNamed: "spaceship")
ship.setScale(0.45)
ship.zRotation = CGFloat(-M_PI/2)
// Adding SpriteKit physics body for collision detection
ship.physicsBody = SKPhysicsBody(rectangleOfSize: ship.size)
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ship.physicsBody?.affectedByGravity = false
ship.physicsBody?.dynamic = true
ship.physicsBody?.contactTestBitMask = UInt32(obstacleCategory)
//NEWLY ADDED
ship.physicsBody?.contactTestBitMask = coinCategory
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ship.name = "ship"
ship.position = CGPointMake(120, 160)
self.addChild(ship)
actionMoveUp = SKAction.moveByX(0, y: 30, duration: 0.2)
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}
i don't like to use SKActions for these types of things because they're really meant for one off simple animations.. However, it may be appropriate depending your game's requirements..
if you insist on using SKActions then instead of doing moveBy, why don't you just use moveTo utilizing touch location? The only thing you'd have to do is come up with a ratio based on the distance your sprite needs to travel so that your animation duration is correct. example:
let curPoint = self.sprite.position
let destinationPoint = touch.position
let diffPoint = CGPoint(
x: curPoint.x - destinationPoint.x,
y: curPoint.y - destinationPoint.y
)
let distance = sqrt(pow(diffPoint.x, 2) + pow(diffPoint.y, 2))
let durationRatio = distance / CGFloat(600)
let moveAction = SKAction.moveTo(point, duration: NSTimeInterval(durationRatio))
self.sprite.runAction(moveAction, withKey: "move")
then when you want to cancel the movement. in touchesEnded you do
self.sprite.removeActionForKey("move")
using physics velocity
let curPoint = CGPoint(x: 10, y: 10)
let destinationPoint = CGPoint(x: 100, y: 100)
let diffPoint = CGPoint(
x: curPoint.x - destinationPoint.x,
y: curPoint.y - destinationPoint.y
)
let distance = sqrt(pow(diffPoint.x, 2) + pow(diffPoint.y, 2))
let normalizedVector = CGPoint(
x: diffPoint.x / distance,
y: diffPoint.y / distance
)
let speed = CGFloat(100)
let velocity = CGVector(
dx: normalizedVector.x * speed,
dy: normalizedVector.y * speed
)
self.sprite.physicsBody!.velocity = velocity
in touchesEnded you do
self.sprite.physicsBody!.velocity = CGVector(dx: 0.0, dy: 0.0)

How to make two lines in UIBezierPath to animate at different speed

Say the following scenario:
I have drawn a quadrilateral shape, which is a mask for a UIView. I denote the shape layer as maskLayer. maskLayer crops the bottom of the UIView asymmetrically.
But then I want to fully reveal my UIView in an animation. The animation should be left side of maskLayer drops down to the bottom of UIView, and .2 sec later my right side of maskLayer also drops down to the bottom of UIView, thus fully reveal the entity of UIView.
My approach is to drop down left line first, then right one as the following code:
//this quadrilateral will put down left corner to the bottom of screen
var path2 = UIBezierPath()
path2.moveToPoint(CGPointZero)
path2.addLineToPoint(CGPoint(x: 0, y: frame.height))
path2.addLineToPoint(CGPoint(x: frame.width, y: frame.height / goldRatio / goldRatio))
path2.addLineToPoint(CGPoint(x: frame.width, y: 0))
path2.closePath()
//this rectangle path will put down both corner to the bottom of screen
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var path3 = UIBezierPath()
path3.moveToPoint(CGPointZero)
path3.addLineToPoint(CGPoint(x: 0, y: frame.height))
path3.addLineToPoint(CGPoint(x: frame.width, y: frame.height))
path3.addLineToPoint(CGPoint(x: frame.width, y: 0))
path3.closePath()
I have spent 2 hours trying to figure it out to no avail. May you please give me some instructions about how to achieve just that.
The initial state is like the following:
The end state is like the following:
I truly appreciate your help!
Easiest way to do this... Cheat.
Don't try to animate the path of the shape it really doesn't need it.
What you should do is something like this.
Create your final state view. Rectangular, at the bottom of the screen with the UI on it etc...
This final state view will not move. It will always be here.
Now create another view and insert it as a sub view underneath the final state view. On this you can add a shape layer with the angular corner cut off.
Now all you need to do is animate the position of this angular view downward until it is completely below the final state view.
If they are the same colour the this will give the effect of animating the path of the shape.
To get the different speeds you could have a rectangluar shape layer rotated to 45 degrees. Then animate it to 0 degrees as the view slides down?
In fact, you could do this with a single shape layer that is rotated and moved.
To do this sort of animation, you would generally use a CADisplayLink (sort of like a timer, but linked to updates of the display rather than some arbitrary interval) to repeatedly change the path associated with desired shape. I think this is easiest if you use a CAShapeLayer and just change the path property of this shape.
To make this work, you need a function that represents the path at a given point of time (or easier, a path at an instant a certain percentageComplete along the animation duration). Since you have a regular shape (constantly the same number of points), you can simply interpolate between some array of startPoints and endPoints.
So, create the shape layer, capture the start time, start the display link, and then for every "tick" of the display link, calculate what percentage of the total animationDuration has passed, and update the shape layer's path accordingly:
class ViewController: UIViewController {
let animationDuration = 2.0
var displayLink: CADisplayLink!
var startTime: CFAbsoluteTime!
var shapeLayer: CAShapeLayer!
let goldRatio: CGFloat = 1.6180339887
var startPoints:[CGPoint]!
var endPoints:[CGPoint]!
override func viewDidLoad() {
super.viewDidLoad()
self.startAnimation()
}
func startAnimation() {
startPoints = [
CGPoint(x: 0, y: view.bounds.size.height),
CGPoint(x: 0, y: view.bounds.size.height - view.bounds.size.height / goldRatio),
CGPoint(x: view.bounds.size.width, y: 0),
CGPoint(x: view.bounds.size.width, y: view.bounds.size.height)
]
endPoints = [
CGPoint(x: 0, y: view.bounds.size.height),
CGPoint(x: 0, y: view.bounds.size.height * 0.75),
CGPoint(x: view.bounds.size.width, y: view.bounds.size.height * 0.75),
CGPoint(x: view.bounds.size.width, y: view.bounds.size.height)
]
assert(startPoints.count == endPoints.count, "Point counts don't match")
createShape()
startDisplayLink()
}
func startDisplayLink() {
displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
startTime = CFAbsoluteTimeGetCurrent()
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
func stopDisplayLink() {
displayLink.invalidate()
displayLink = nil
}
func handleDisplayLink(displayLink: CADisplayLink) {
var percent = CGFloat((CFAbsoluteTimeGetCurrent() - startTime) / animationDuration)
if percent >= 1.0 {
percent = 1.0
stopDisplayLink()
}
updatePathBasedUponPercentComplete(percent)
}
func createShape() {
shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.blueColor().CGColor
shapeLayer.strokeColor = UIColor.clearColor().CGColor
updatePathBasedUponPercentComplete(0.0)
view.layer.addSublayer(shapeLayer)
}
func updatePathBasedUponPercentComplete(percentComplete: CGFloat) {
shapeLayer.path = pathBasedUponPercentComplete(percentComplete, frame: view.frame).CGPath
}
func pathBasedUponPercentComplete(percentComplete: CGFloat, frame: CGRect) -> UIBezierPath {
var path = UIBezierPath()
for i in 0 ..< startPoints.count {
let point = CGPoint(
x: startPoints[i].x + (endPoints[i].x - startPoints[i].x) * percentComplete,
y: startPoints[i].y + (endPoints[i].y - startPoints[i].y) * percentComplete
)
if i == 0 {
path.moveToPoint(point)
} else {
path.addLineToPoint(point)
}
}
path.closePath()
return path
}
}

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