I have no idea what is going on here despite looking at similar answers. I have made a custom UIImageview that is supposed to start animating as soon as it is created:
class HeaderAnimator: UIImageView {
var travelUp = Bool(false)
var img = UIImage()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func layoutSubviews() {
//init
//ALWAYS SAME COLOR - black with less opacity, just change shapes randomly via parent
self.image = img
UIView.animate(withDuration: 1,
delay: 0.2,
options: UIViewAnimationOptions.curveEaseIn,
animations: { () -> Void in
//animate
if(self.travelUp)
{
self.center.y += screenSize.height * (50/screenSize.height)
}
else {
self.center.y -= screenSize.height * (50/screenSize.height)
}
}, completion: { (finished) -> Void in
// ....
print("done")
self.removeFromSuperview()
})
Then Im trying to spawn these views on a timer in another view:
let rand = Double(arc4random_uniform(4))
var bgTimer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.animateInBg), userInfo: nil, repeats: true)
func animateInBg()
{
var randPos = CGPoint()
var upOrDown = Int(arc4random_uniform(UInt32(2)))
//print(upOrDown)
let h = HeaderAnimator(frame: CGRect(x: 0, y: 0, width: self.bounds.width * (40/self.bounds.width), height: self.bounds.width * (40/self.bounds.width)))
h.img = UIImage(named: "rocket")!
switch upOrDown {
case 0: //down
randPos = CGPoint(x: CGFloat(arc4random()).truncatingRemainder(dividingBy: ( self.bounds.width)), y: self.bounds.height * 0.9)
h.travelUp = false
//h.transform = CGAffineTransform(scaleX: 1, y: -1)
case 1: //up
randPos = CGPoint(x: CGFloat(arc4random()).truncatingRemainder(dividingBy: ( self.bounds.width)), y: self.bounds.height * 0)
h.travelUp = true
default:
randPos = CGPoint(x: CGFloat(arc4random()).truncatingRemainder(dividingBy: ( self.bounds.width)), y: self.bounds.height * 0)
h.travelUp = true
}
h.center = CGPoint(x: self.bounds.width * 0.5, y: 0)
self.addSubview(h)
}
These views are supposed to show up then move either up or down out of the view then delete. Shortly after one spawns however, I get error: CALayerInvalidGeometry CALayer bounds contains NaN: [nan nan; nan nan]
What does this mean? What am I doing wrong just creating these views?
Per Apple, you should not subclass UIImageView
. Instead, they recommend that you subclass UIView
and do your drawing there.
Do not use image views for custom drawing. TheUIImageView class does not draw its content using the draw(_:) method. Use image views only to present images. To do custom drawing involving images, subclass UIView directly and draw your image there.