Swift 3 how to animate font in a button - animation

I have a button that gets bigger and smaller with an animation. How can I make the font get bigger and smaller along with the button. My code is below.
func animate() {
let originalFrame = self.playButton.frame
let originalBackgroundColor = self.playButton.backgroundColor
UIView.animateKeyframes(withDuration: 2, delay: 0, options: UIViewKeyframeAnimationOptions.calculationModeLinear, animations: {
// make the button grow and become dark gray
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 0.5) {
self.playButton.frame.size.height = self.playButton.frame.size.height * 1.2
self.playButton.frame.size.width = self.playButton.frame.size.width * 1.2
self.playButton.frame.origin.x = self.playButton.frame.origin.x - (self.playButton.frame.size.width / 12)
self.playButton.frame.origin.y = self.playButton.frame.origin.y - (self.playButton.frame.size.height / 12)
}
// restore the button to original size and color
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.5) {
self.playButton.frame = originalFrame
self.playButton.backgroundColor = originalBackgroundColor
}
}, completion: nil)
}

You can store the grab the original font size and scale it similar to how you do it with the frame and background color:
func animate() {
// Original frame and background color
let originalFontSize = self.playButton.titleLabel?.font.pointSize
// First UIView.addKeyframe()
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 0.5) {
self.playButton.titleLabel?.font = UIFont.systemFont(ofSize: originalFontSize!*1.2)
// Other animations ...
}
// Second UIView.addKeyframe() to return to normal
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.5) {
self.playButton.titleLabel?.font = UIFont.systemFont(ofSize: originalFontSize!)
// Other animations ...
}

Look into animating the transform property instead.
Something like
self.playButton.transform = CGAffineTransform.init(scaleX: 1.2, y: 1.2)

Related

Programmatically overlay image on gradient

I’m building out a UI that has a few screens with a gradient background and a tiled PNG (blend mode: multiply # 9% opacity) on top to create noise.
I've managed to create the gradient programatically with this snippet I found here but I'm struggling to figure out how to edit this to add the PNG over it
import Foundation
import UIKit
#IBDesignable class DarkGradient: UIView {
let titleLabel = UILabel()
#IBInspectable var title: String? = nil {
didSet {
titleLabel.text = title
}
}
override func layoutSubviews() {
super.layoutSubviews()
// Necessary in layoutSubviews to get the proper frame size.
configure()
}
func configure() {
let gradient = CAGradientLayer()
gradient.frame = bounds
gradient.colors = [UIColor(red: 0.16, green: 0.0, blue: 0.54, alpha: 1).cgColor,
UIColor(red: 0.26, green: 0.0, blue: 0.88, alpha: 1).cgColor]
gradient.startPoint = CGPoint(x: -0.5, y: 0.5)
gradient.endPoint = CGPoint(x: 0.5, y: 1.5)
layer.insertSublayer(gradient, at: 0)
}
}
Grateful for any help, all the answers I've found have been overlaying gradients over images.

UIButton touchUp get swallowed

touching a UIButton rapidly does not deliver all touches up
to the receiver.
Is there any recourse?
iOS 12 in case that matters. both real device and simulator
I was animating touches in the handler for that touch up:
// https://stackoverflow.com/questions/46021640/how-to-sequence-two-animations-with-delay-in-between
let scaleForwardAnimationDuration: TimeInterval = 0.15
let transformBackAnimationDuration: TimeInterval = 0.1
let animationDuration: TimeInterval = scaleForwardAnimationDuration + transformBackAnimationDuration
UIView.animateKeyframes(withDuration: animationDuration, delay: 0, options: [], animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: scaleForwardAnimationDuration) {
sender.transform = CGAffineTransform(scaleX: 0.75, y: 0.75)
}
UIView.addKeyframe(withRelativeStartTime: scaleForwardAnimationDuration, relativeDuration: transformBackAnimationDuration) {
sender.transform = .identity
}
})
and that caused input dropped on the floor
due to .allowUserInteraction
absent from options of the outer animation block

Map translated coordinates back to original

Once a transformation of coordinates has taken place during a the rendering of a computer graphics scene, how do you map inputs on the rendered scene back to the original actor(s) coordinate systems?
Using this JSFiddle https://jsfiddle.net/bbz5s183/3/ as a starting point, implement the canvas click event handler so that.
It can identify if a star was clicked.
It will work consistently no matter how the canvas is resized.
JSFIDDLE SCRIPT CONTENT BELOW
var draggable = document.getElementById('draggable')
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
// Draw a star in a 1 x 1 coordinate plane.
function star(color) {
context.beginPath();
context.moveTo(0.5, 0);
context.lineTo(0.15, 1.0);
context.lineTo(1.0, 0.4);
context.lineTo(0, 0.4);
context.lineTo(0.85, 1.0);
context.closePath();
context.fillStyle = color;
context.fill();
}
// Draw a scene of stars in a coordinate plane defined by the canvas.
// This is initially 300 x 300, but can be resized to anything by dragging the gray border.
function render() {
context.setTransform(1, 0, 0, 1, 0, 0);
context.translate(canvas.width / 2, canvas.height / 2);
context.scale(canvas.width / 5, canvas.height / 5);
star('red');
context.setTransform(1, 0, 0, 1, 0, 0);
context.translate(canvas.width / 4, canvas.height / 4);
context.scale(canvas.width / 5, canvas.height / 5);
star('yellow');
}
// Pop an alert indicating which star (if any) was clicked on.
// NOTE: The logic MUST work consistently no matter how the canvas is resized.
canvas.addEventListener('click', function (event) {
event.stopImmediatePropagation();
// HELP ME !!!
// HELP ME !!!
// HELP ME !!!
// HELP ME !!!
});
// IGNORE: It allows the canvas to resized by dragging on it.
draggable.addEventListener('mousedown', function handleMouseDown(mousedown) {
document.addEventListener('mouseup', function handleMouseUp(mouseup) {
var currWidth = Number(canvas.getAttribute('width'));
var deltaWidth = mouseup.clientX - mousedown.clientX;
var currHeight = Number(canvas.getAttribute('height'));
var deltaHeight = mouseup.clientY - mousedown.clientY;
canvas.setAttribute('width', currWidth + deltaWidth);
canvas.setAttribute('height', currHeight + deltaHeight);
document.removeEventListener('mouseup', handleMouseUp);
render();
});
});
render();
Answered my own question: https://jsfiddle.net/bbz5s183/4/
JAVASCRIPT FOLLOWS
// Draw a scene of stars in a coordinate plane defined by the canvas.
// This is initially 300 x 300, but can be resized to anything by dragging the gray border.
function render() {
bounds = [];
/* RENDER RED ACTOR - BOUNDING BOX */
var red = {
name: 'red',
// Translate to 25% right, 25% down on canvas.
x: 0.25 * canvas.width,
y: 0.25 * canvas.height,
// Scale to fill 20% of canvas.
width: 0.2 * canvas.width,
height: 0.2 * canvas.height
};
context.setTransform(1, 0, 0, 1, 0, 0);
box('red', red);
bounds.push(red);
/* RENDER RED ACTOR - MODEL */
context.setTransform(1, 0, 0, 1, 0, 0);
context.translate(red.x, red.y);
context.scale(red.width, red.height);
star('red');
/* RENDER YELLOW ACTOR - BOUNDING BOX */
var yellow = {
name: 'yellow',
// Translate to 50% right, 50% down on canvas.
x: 0.50 * canvas.width,
y: 0.50 * canvas.height,
// Scale to fill 20% of canvas.
width: 0.2 * canvas.width,
height: 0.2 * canvas.height
};
context.setTransform(1, 0, 0, 1, 0, 0);
box('yellow', yellow);
bounds.push(yellow);
/* RENDER YELLOW ACTOR - MODEL */
context.setTransform(1, 0, 0, 1, 0, 0);
context.translate(yellow.x, yellow.y);
context.scale(yellow.width, yellow.height);
star('yellow');
}
// Pop an alert indicating which star (if any) was clicked on.
// NOTE: The logic MUST work consistently no matter how the canvas is resized.
canvas.addEventListener('click', function (event) {
var x = event.pageX - event.target.offsetLeft;
var y = event.pageY - event.target.offsetTop;
for (var i = 0; i < bounds.length; i++) {
if (boxIntersection(bounds[i], x, y)) {
alert(bounds[i].name);
};
}
event.stopImmediatePropagation();
return false;
});

SKSpriteNode Won't Move

I have created a rectangular image in the form of an SKSpriteNode in Swift with the following code:
var screenImage = SKSpriteNode(texture: SKTexture(imageNamed: "\(imageChoices[randomImageChoice].0)"))
screenImage.position = CGPointMake(screen1.position.x, screen1.position.y)
screenImage.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height)
self.addChild(screenImage)
I proceed to move the image with the following code:
func swipedTrue(sender: UISwipeGestureRecognizer) {
if gameOver == false && tutorial == false {
//if you swipe, it checks if you were right, then moves on or GameOver()
if (wordChoices[randomWordChoice]).1 == true {
//reset time
timePerQuestion = 1.0
//randomize word
randomWordChoice = Int(arc4random() % 3)
newImage = SKSpriteNode(texture: SKTexture(imageNamed: "\(wordChoices[randomWordChoice].0)"))
//randomize color of screens, mid-swipe
newScreen.fillColor = UIColor(red: CGFloat(drand48()), green: CGFloat(drand48()), blue: CGFloat(drand48()), alpha: 1.0)
//replace timeBar
decreaseTimeBlock.fillColor = newScreen.fillColor
decreaseTimeBlock.position = CGPointMake(self.frame.size.width * 1.5, self.frame.size.height * 0.985)
timeBarRedValue = 0.0; timeBarGreenValue = 1.0
newTimeBar.fillColor = UIColor(red: CGFloat(timeBarRedValue), green: CGFloat(timeBarGreenValue), blue: 0.0, alpha: 1.0)
//actions caused by swipe: it's "bringNewScreen" because if you swipeFalse, the newScreen comes from bottom. If you swipeTrue, it comes from the top.
var swipeTrueCurrentScreen = SKAction.moveToX(self.frame.size.width * 2, duration: 0.5)
var bringNewScreen = SKAction.moveToY(self.frame.size.height * 0.5, duration: 0.5)
var bringNewTimeBar = SKAction.moveToY(self.frame.size.height * 0.985, duration: 0.5)
//reset the newScreen and word to the top of the screen, to be dropped again
newScreen.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
newImage.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
newTimeBar.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1.58)
//swipe word and screen
currentImage.runAction(swipeTrueCurrentScreen)
currentTimeBar.runAction(swipeTrueCurrentScreen)
currentScreen.runAction(swipeTrueCurrentScreen)
//make swiping noise
runAction(SKAction.playSoundFileNamed("Swoosh 3-SoundBible.com-1573211927.mp3", waitForCompletion: false))
//bring in the newScreen
newScreen.runAction(bringNewScreen)
newImage.runAction(bringNewScreen)
newTimeBar.runAction(bringNewTimeBar)
//increase score
++score
scoreLabel.text = "\(score)"
//here, switch the currentScreen with the newScreen so that the process can be repeated
if newScreen == screen1 {
newScreen = screen2
newImage = screenImage2
newTimeBar = timeBar2
currentScreen = screen1
currentImage = screenImage1
currentTimeBar = timeBar1
} else {
newScreen = screen1
newImage = screenImage1
newTimeBar = timeBar1
currentScreen = screen2
currentImage = screenImage2
currentTimeBar = timeBar2
}
} else {
GameOver()
}
}
}
However, for some reason, the image will not move, and when I try to move it in other situations at well, it refuses. How can I fix this?
Except one missing parenthesis here (but I guess it's not the case in your code) the code have no particular reason to not work. The problem is most likely on how you use it.
My guess is that you are doing something like so :
import SpriteKit
class GameScene: SKScene {
var sprite : SKSpriteNode = SKSpriteNode() // A
override func didMoveToView(view: SKView) {
// You are creating another `sprite` variable
// and not using the (A) sprite you declare above
var sprite = SKSpriteNode(imageNamed:"Spaceship") // B
// Here you set the (B) sprite you just created
sprite.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height)
sprite.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
// Here it's still the (B) sprite you just created
// that you add to the scene
self.addChild(sprite)
// You are calling your action from somewhere else
self.applyAction()
}
func applyAction() {
// You create an action, OK
let action = SKAction.moveToX(self.frame.size.width * 2, duration: 0.5)
// You apply the action to the (A) sprite property you have in your class
// Same as : self.sprite.runAction(action)
sprite.runAction(action)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
In that case, you just have to not create another sprite variable. By removing the var keyword on the // B line.
Let met know if it helped.
If it's not the case, please give more details (code, ...).

SKSpriteNode that the correct size

I am trying to draw a SKSpriteNode that is 30 tall and has the width of the viewport. This is the code (inside SKScene):
func floor() -> SKSpriteNode{
let floor = SKSpriteNode(color: SKColor.greenColor(), size: CGSizeMake(self.size.width, 20))
floor.position = CGPointMake(0, 0)
floor.physicsBody = SKPhysicsBody(rectangleOfSize: floor.size)
floor.physicsBody.dynamic = false
return floor
}
The sprite is added to the scene like this:
override func didMoveToView(view: SKView!){
if (!contentCreated){
self.createContents()
contentCreated = true
}
}
func createContents() {
self.backgroundColor = SKColor.blackColor()
self.scaleMode = SKSceneScaleMode.AspectFill
self.addChild(self.floor())
}
The sprite is 30 tall (seemingly), but the length seems to be half of the viewport in width instead of the full width. The code that creates this scene is:
var mainScene = MainScene(size: self.view.frame.size)
spriteView.presentScene(mainScene)
This code is inside a ViewController.
Does anyone know what might be going on?
The default anchorPoint of a sprite node is { 0.5, 0.5 }, which could result in the code above positioning only half of your sprite on the screen. Try setting the anchorPoint to { 0.0, 0.0 } and see if that helps.

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