I've created the following keyFrame animation; constant is in this case a CGPoint x coordinate of a UIView (this animation moves the object up and down, repeating, supposedly smoothly.
When I set totalDuration to 2.0
, it works fine, but when I set totalDuration to 1.5
or 1.6
, it goes all jittery - as if the UIView doesn't have time to return to it's original place before the animation begins again.
Clearly my math is wrong here, but I just can't put my finger on where.
- (void)linearAnimation:(CGFloat)constant imageView:(UIImageView*)imageView animationStyle:(RSGesturesTutorialAnimationStyle)animationStyle{
CGFloat frameDuration;
CGFloat totalDuration = 1.6; // setting this to 2.0 animates smoothly, 1.5/6 do not.
NSArray* keyFrames = @[
[NSNumber numberWithFloat:constant - 100],
[NSNumber numberWithFloat:constant],
[NSNumber numberWithFloat:constant + 100],
[NSNumber numberWithFloat:constant]
];
frameDuration = totalDuration/keyFrames.count;
[UIView animateKeyframesWithDuration:totalDuration
delay:0
options: UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewKeyframeAnimationOptionRepeat
animations:^{
[keyFrames enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
[UIView addKeyframeWithRelativeStartTime:idx*frameDuration relativeDuration:frameDuration animations:^{
imageView.center = CGPointMake(imageView.center.x, [obj floatValue]);
}];
}];
} completion:^(BOOL finished) {
}];
}
Something like this should work:
- (void)linearAnimation:(CGFloat)constant imageView:(UIImageView *)imageView {
NSTimeInterval totalDuration = 1.6; // setting this to 2.0 animates smoothly, 1.5/6 do not.
CGFloat startY = imageView.center.y;
NSArray* keyFrames = @[
@(startY - constant),
@(startY),
@(startY + constant),
@(startY)
];
CGFloat period = 1.0f / keyFrames.count;
[UIView animateKeyframesWithDuration:totalDuration
delay:0
options: UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewKeyframeAnimationOptionRepeat
animations:^{
[keyFrames enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
NSTimeInterval interval = idx * period;
[UIView addKeyframeWithRelativeStartTime:interval relativeDuration:period animations:^{
imageView.center = CGPointMake(imageView.center.x, [obj floatValue]);
}];
}];
} completion:^(BOOL finished) {
}];
}
When adding keyframes to an animation, the relativeStartTime
and relativeDuration
values are not absolute values, they need to be a percentage of the overall animation. This is so you can change the totalDuration, without having to change many duration values.
From the doc: (frameStartTime)
The time at which to start the specified animations. This value must be in the range 0 to 1, where 0 represents the start of the overall animation and 1 represents the end of the overall animation. For example, for an animation that is two seconds in duration, specifying a start time of 0.5 causes the animations to begin executing one second after the start of the overall animation.