Repeat animation with new animated api - animation

React-native introduce new Animated API, I want to make a loop animation such as a bubble scale up then scale down and repeat that progress.
However I can not figure it out. I've tried write some code like below
class TestProject extends React.Component {
constructor(): void {
super();
this.state = {
bounceValue: new Animated.Value(0),
v: 1,
};
}
componentDidMount() {
this.state.bounceValue.setValue(1.5);
let animation = Animated.timing(this.state.bounceValue, {
toValue: this.state.v,
});
setInterval(() => {
animation.stop();
if (this.state.flag) {
this.state.v = 0.5;
this.state.bounceValue.setValue(0.5);
}
else {
this.state.v = 1.5;
this.state.bounceValue.setValue(1.5);
}
animation.start();
}, 5000);
}
render(): ReactElement {
return (
<View style={styles.imageContainer}>
<Image
style={styles.image}
source={{uri: 'http://image142-c.poco.cn/best_pocoers/20130517/91062013051716553599334223.jpg'}}
/>
<Animated.Text
style={[
styles.test,
{transform: [
{scale: this.state.bounceValue},
],}
]
}>
haha
</Animated.Text>
</View>
);
}
}
but not works very well.
Any suggestion will be appreciate.

There's now loop animation available:
Animated.loop(
Animated.sequence([
Animated.timing(this.state.animatedStartValue, {
toValue: 1,
duration: 500,
delay: 1000
}),
Animated.timing(this.state.animatedStartValue, {
toValue: 0,
duration: 500
})
]),
{
iterations: 4
}
).start()

I use the sequence method to pass an array of animations to cycle and then repeat the function.
//this.state.animatedStartValue = 0;
function cycleAnimation() {
Animated.sequence([
Animated.timing(this.state.animatedStartValue, {
toValue: 1,
duration: 500,
delay: 1000
}),
Animated.timing(this.state.animatedStartValue, {
toValue: 0,
duration: 500
})
]).start(() => {
cycleAnimation();
});
}
If I'm toggling that animation on it's own it will fade in/out, however I layer it on top of a base to mimic an active state or hotspot-style button
<TouchableOpacity>
<Animated.Image
source={activeImageSource}
style={this.state.animatedStartValue}}
/>
<Image source={nonActiveImageSource}
/>
</TouchableOpacity>
React Native Sequence Documentation

improved version of #bcomerford answer
//this.state.animatedStartValue = 0;
function cycleAnimation() {
Animated.sequence([
Animated.timing(this.state.animatedStartValue, {
toValue: 1,
duration: 500,
delay: 1000
}),
Animated.timing(this.state.animatedStartValue, {
toValue: 0,
duration: 500
})
]).start(event => {
if (event.finished) {
cycleAnimation();
}
});
}

Try something like this:
componentDidMount() {
this.bootAnimation();
}
bootAnimation() {
this.animation = Animated.loop(
Animated.timing(this.state.progress, {
toValue: 1,
duration: 5000
})
).start();
}

It seems that 'looping' is not supported by the Animated api for now.
I managed to do that by start the animation again when it finished.
startAnimation() {
Animated.timing(this._animatedValue, {
toValue: 100,
duration: 1000,
}).start(() => {
this.startAnimation();
});
}
Looking forward to a better solution...

You can set another animation then call the animation again:
An example I did to fade text in and out:
textAnimate: function() {
Animated.timing(
this.state.textOpacity,
{
toValue: 0.3,
duration: 500,
}
).start(() => {
Animated.timing(
this.state.textOpacity,
{
toValue: 1,
duration: 500,
}
).start(() => {
this.textAnimate();
});
});
},
componentDidMount: function() {
this.state.textOpacity.setValue(1)
this.textAnimate();
},

Not sure if it's hacky, but I use this:
Animated.spring(this.state.rotation, {
toValue: 5,
stiffness: 220, // the higher value, the faster the animation
damping: 0.000001, // never stop wiggle wiggle wiggle
}).start();
It's creating spring animation that will never (technically, for a very very very long time) stop waving.
For most of my cases it was enough. Also it has great performance as it does not require any JS tread action ever during animation.
If eventually you'd like to stop it gracefully:
Animated.spring(this.state.rotation, {
toValue: 0,
stiffness: 220, // the higher value, the faster the animation
damping: 10, // never stop wiggle wiggle wiggle
}).start();
And it'll nicely 'slow down' until it stops.

Here's another example for an infinite animation using hooks and iterations set to "infinity". Avoids the use of the recursion in previous answers which sometimes led to funky behaviour during e2e testing for us.
const rotation = React.useRef(new Animated.Value(0)).current;
function runAnimation() {
return Animated.loop(
Animated.timing(rotation, {
toValue: 1,
duration: 1200,
easing: Easing.linear,
useNativeDriver: true,
}),
{resetBeforeIteration: true, iterations: Number.MAX_SAFE_INTEGER},
);
}
React.useEffect(() => {
const animation = runAnimation();
return () => animation.stop();
}, []);

Related

React native state change transitions

What is the best pattern, in react native, to animate components on state change?
For example I have a list of elements and tapping on one I want it to disappear and the ones below him to 'get up' filling the missing space
How can I make the transition smooth?
React-natives own animated API works really well.
Basically you have a value in state, which you connect with a style props, and change that value over time. (for examples follow link)
For smooth animations use usenativedriver (not always possible) and also, make sure you don't have debugger runnning in emulated/real device
EDIT: 2018-05-31
This is an example of how I've used it. Probably exist other ways of doing it
import { Animated, Text} from 'react-native';
class ShowCaseAnimation extends Component {
state = {
animations: {
height: new Animated.Value(0),
fade: new Animated.Value(0),
}
}
componentDidMount() {
const { height, fade } = this.state.animations;
if (this.props.animate) {
doneAnimation({ height, fade }).start(() => {
// Do stuff after animations
});
}
}
render() {
const { animations } = this.state;
return (
<Animated.View
style={{
height: animate? animations.height : 300,
opacity: animate? animations.fade: 1,
// other styling
}}
>
<Text> All your base are belong to us </Text>
</Animated.View>
);
}
}
*doneAnimation: *
import { Animated, Easing } from 'react-native';
export const doneAnimation = ({ height, fade }) => Animated.parallel([
Animated.timing(height, {
toValue: 300,
easing: Easing.elastic(),
duration: 500,
delay: 1500,
}),
Animated.timing(fade, {
toValue: 1,
easing: Easing.ease,
duration: 1000,
delay: 1500,
}),
]);
export default doneAnimation;
doneAnimation will change the state and perform the described animations.
This is how you can trigger an animation on state change in a functional component.
Say you have a Button that changes state with onPress:
<Button title="toggle" onPress={() => setValue(!Value)} />
then you can trigger the animation inside a useEffect with the Value
that changes in the dependency array:
const [Value, setValue] = useState(true);
useEffect(() => {
// Input your animation here
// ...
}, [Value]);

How to animate fontWeight in React Native

I'm trying to animate fontWeight of an Animated.Text but can't get it to work.
1. Interpolating
const titleFontWeight = this.positionTitle1.x.interpolate({
inputRange: [-0.3 * SCREEN_WIDTH, 0],
outputRange: ['400', '600']
});
render() {
return (
<Animated.Text style={{ fontWeight: titleFontWeight }}>
Title
</Animated.Text>
);
}
With this solution the effect of the change won't happen until the whole animation (i.e. the animation of this.positionTitle1) is done and I get a
Warning: Failed prop type: Invalid prop 'fontWeight' of value '377.333' supplied to text [...].
2. Animated.timing
constructor() {
super();
this.fontWeight = new Animated.Value(400);
}
animateFontWeight() {
Animated.timing(this.fontWeight, {
toValue: 600,
duration: 500
}).start();
}
render() {
return (
<Animated.Text style={{ fontWeight: `${this.fontWeight._value}` }}>
Title
</Animated.Text>
);
}
For this solution the effect also doesn't show until the animation is done.
Is there any solution to this?
Try this
Setup Text
<Animated.Text
style={{fontWeight: this.fontWeightAnimation.interpolate({
inputRange: [300, 900],
outputRange: ['300', '900'],
easing: value => {
const thousandRounded = value * 1000;
if (thousandRounded < 300) {
return 0;
}
if (thousandRounded < 600) {
return 0.5;
}
return 1;
}
})}}> Sample Text </Animated.Text>
Init Animation : this.fontWeightAnimation = new Animated.Value(300);
Start Animation :
Animated.timing(this.fontWeightAnimation, {
toValue: 900,
duration: 3000
}).start();
As it has been mentioned above, fontWeight only accept fixed string value, ex.: '400', '800' or 'normal', 'bold'. To achieve your goal, you can simply using setState at the same time as your animation start.
startAnimation() {
Animated.parallel([
Animated.timing(this.state.translate, {
toValue: -27,
duration: 200,
}),
Animated.timing(this.state.color, {
toValue: 1,
duration: 300,
}),
]).start();
this.setState({
fontWeight: '800'
});};
stopAnimation() {
this.state.translate.setValue(0);
this.state.color.setValue(0);
this.setState({
fontWeight: '400'
});};

How to run an animation once on react-native

I would like when you press a button, the animation runs with the setState of btnLoaded that goes to true, for that's good but I would like that once the animation was done, when click on the buttons, the animation is not executed anymore because it has already been launched and finished.
I do not see how to do that.
Here is the function of animation:
startButtonAnimation = () => {
this.animatedValue.setValue(0);
if (this.state.btnLoaded) {
Animated.timing(
this.animatedValue,
{
toValue: 1,
duration: 500,
useNativeDriver: true,
easing: Easing.bezier(0.15, 0.73, 0.37, 1.2)
}
).start();
}}
And the code of button:
<TouchableOpacity
activeOpacity={0.9}
onPress={() => {
this.setState({
btnLoaded: true
});
setTimeout(() => this.startButtonAnimation(), 50);
}}>
Code in action :
Thank you for your help !
From the docs:
Animations are started by calling start() on your animation. start() takes a completion callback that will be called when the animation is done.
This:
startButtonAnimation = () => {
this.animatedValue.setValue(0);
if (!this.state.btnLoaded) {
this.setState({
btnLoaded: true,
});
Animated.timing(
this.animatedValue,
{
toValue: 1,
duration: 500,
useNativeDriver: true,
easing: Easing.bezier(0.15, 0.73, 0.37, 1.2)
}
).start(() => {
}};
...
<TouchableOpacity
activeOpacity={0.9}
onPress={() => {
setTimeout(() => this.startButtonAnimation(), 50);
}}
>
might do it. You should add more of your code to better understand what's going on.
By using this.animatedValue.setValue(0);, you restart the animation to 0. If you put this code outside of your button's callback, then the animation, even if restarted, will be already to its toValue (1 here), so it won't run again.

react-native Animate image to "breath" in and out

I'm new to react-native and need some help with Animate.
Goal: to animate Image, so that it looks like its slowly breathing.(getting a little larger then smaller, then back again, constantly, like someone breathing in and out)
My images are stored in an array, inside newOrder() method:
newOrder(timeAsProp) {
const hour = timeAsProp.slice(0, 2);
let returnValue = [];
const yud = <Image key="yud" source={require('./img/yud.png')} style={Style.image} />;
const hey1 = <Image key="hey1" source={require('./img/hey1.png')} style={Style.image} />;
const vav = <Image key="vav" source={require('./img/vav.png')} style={Style.image} />;
const hey2 = <Image key="hey2" source={require('./img/hey2.png')} style={Style.image} />;
return (
<View style={Style.displayContainer}>{returnValue}</View>
);
called in the render method, like this:
{this.newOrder(parsedTime)}
its four seperate images, which are rendered and displayed together on one line.
it looks like this:
letters being rendered to one word:
its important that the Image as a whole, should be breathing together in unison, and not each image on its own.
heres a screen pic so you see what the image looks like, if that will help you understand the best method to make it look alive:
edit:
something that would add to the animation i think, would be two things:
1)size getting larger and smaller
2)actual color patch on the letters slightly moving, maybe closer and further, like zooming in and out or something like that.
i think those two together would make the breathing 3d.
so im interested in hearing peoples opinions how to do this...
thnks!
Use a sequence of animations in a loop.
In this example I am breathing a text.
First change the opacity from 1 to 0, then, change the opacity back to 1.
You can use this principle to change other properties, like width and height.
import React, {Component} from 'react'
import {
Animated,
Easing
} from 'react-native'
export default class MyComponent extends Component {
constructor(props) {
super(props);
this.state = {
opacity: new Animated.Value(1)
}
}
componentDidMount() {
Animated.loop(
Animated.sequence([
Animated.timing(this.state.opacity, {
toValue: 0,
duration: 1000,
ease: Easing.linear,
useNativeDriver: true
}),
Animated.timing(this.state.opacity, {
toValue: 1,
duration: 1000,
ease: Easing.linear,
useNativeDriver: true
})
])
).start();
}
render() {
return(
<Animated.View style={{opacity: this.state.opacity}}>
<Text>I'm breathing</Text>
</Animated.View>
);
}
}
So for an infinite animation (that you can stop on your own), you can set the width and height of all of the images to the same interpolated Animated value. To generate a breathing effect, one possible way to do this is to tie two animation functions together with one increasing and the other decreasing. For example:
import React, { Component } from 'react';
import { View, StyleSheet, Animated, Image, Easing } from 'react-native';
import { Constants } from 'expo';
const AnimatedImage = Animated.createAnimatedComponent(Image);
export default class App extends Component {
constructor(props) {
super(props);
this.state = {
size: new Animated.Value(1)
}
}
componentDidMount () {
this._loopAnimationUp();
}
// The animation functions. Initial and end values can be anything (not just 1, 10, but remember to use the same value and flip them:
_loopAnimationUp() {
this.state.size.setValue(1);
Animated.timing(this.state.size, {
toValue: 10,
duration: 5000,
easing: Easing.linear
}).start((o) => {
if (o.finished) {
this._loopAnimationDown();
}
});
}
_loopAnimationDown() {
this.state.size.setValue(10);
Animated.timing(this.state.size, {
toValue: 1,
duration: 5000,
easing: Easing.linear
}).start((o) => {
if (o.finished) {
this._loopAnimationUp();
}
});
}
render() {
const size = this.state.size.interpolate({
inputRange: [1, 10],
outputRange: [10, 50],
extrapolate: 'clamp',
});
return (
<View style={styles.container}>
<AnimatedImage
style={[styles.image, {
width: size,
height: size,
}]}
source={{uri: 'http://placekitten.com/g/200/200'}}
/>
<AnimatedImage
style={[styles.image, {
width: size,
height: size,
}]}
source={{uri: 'http://placekitten.com/g/200/200'}}
/>
<AnimatedImage
style={[styles.image, {
width: size,
height: size,
}]}
source={{uri: 'http://placekitten.com/g/200/200'}}
/>
<AnimatedImage
style={[styles.image, {
width: size,
height: size,
}]}
source={{uri: 'http://placekitten.com/g/200/200'}}
/>
</View>
);
}
}
const styles = StyleSheet.create({
container: {
flex: 1,
alignItems: 'center',
justifyContent: 'center',
paddingTop: Constants.statusBarHeight,
backgroundColor: '#ecf0f1',
flexDirection: 'row',
},
image: {
justifyContent:'center',
backgroundColor:'transparent'
},
});
If you need to later stop the animation, you can use:
this.state.size.stopAnimation();
You can see a working implementation of it here using placeholder images.
For the more math inclined, there is probably a way to accomplish this with a single looping animation and using interpolation in a more complex manner.

repeat animation conflict with InteractionManager.runAfterInteractions

react-native repeat animation
I searched how to implement a repeated animation ,and I found this.
//this.state.animatedStartValue = 0;
function cycleAnimation() {
Animated.sequence([
Animated.timing(this.state.animatedStartValue, {
toValue: 1,
duration: 500,
delay: 1000
}),
Animated.timing(this.state.animatedStartValue, {
toValue: 0,
duration: 500
})
]).start(event => {
if (event.finished) {
cycleAnimation();
}
});
}
It do works ,but when I use it in my project, I found that this solution will conflict with InteractionManager.runAfterInteractions, which is usually used to do something after animation.
I can use setTimeOut and so on to avoid this, but I want to ask ,is there any better solution to repeat animation , or to avoid this conflict?
use param {isInteraction: false }can avoid this problem.
//this.state.animatedStartValue = 0;
function cycleAnimation() {
Animated.sequence([
Animated.timing(this.state.animatedStartValue, {
toValue: 1,
duration: 500,
delay: 1000,
isInteraction: false,
}),
Animated.timing(this.state.animatedStartValue, {
toValue: 0,
duration: 500
})
]).start(event => {
if (event.finished) {
cycleAnimation();
}
});
}

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