I have a button called swirlButton that I'd like to have animate a jump up and down, and have it flip 3 times going up and 3 times back down. I'm using translatedBy to move it, and rotated to rotate it, although in this example I only have it animate part of a turn which goes back the other way when the animation finished.
First of all, I have no idea how to make it rotate more than once in the first place. For instance, I can't set the rotated(by:) value to .pi*3, because that seems just to equal 0 degrees and never animate. Same if I set it to .pi.
var transforms: CGAffineTransform = .identity
let jumpDuration:Double = 2.0 //0.8
let halfJumpDuration:Double = jumpDuration/2.0
UIView.animateKeyframes(withDuration: jumpDuration, delay: 0, options: [UIView.KeyframeAnimationOptions.calculationModeCubicPaced], animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: halfJumpDuration/jumpDuration, animations: {
transforms = transforms.translatedBy(x: 0, y: -60)
transforms = transforms.rotated(by: .pi/2)
swirlButton.transform = transforms
})
UIView.addKeyframe(withRelativeStartTime: halfJumpDuration/jumpDuration, relativeDuration: halfJumpDuration/jumpDuration, animations: {
transforms = .identity
transforms = transforms.translatedBy(x: 0, y: 0)
swirlButton.transform = transforms
})
},
completion: { _ in
print("animation finished")
})
Aside from going up and down, the rotation is very far from what I would like to happen. Is it difficult to make it spin counterclockwise 3 times going up and continue spinning counterclockwise 3 times going down?
I think it's easier to use CABasicAnimation for this.
Here's what I came up with:
func animateButton() {
swirlButton.layer.add(rotateAnimation(), forKey: nil)
CATransaction.begin()
let upAnimation = bounceAnimation()
CATransaction.setCompletionBlock{ () in
self.swirlButton.layer.add(self.bounceAnimation(animatingDown: true), forKey: nil)
}
swirlButton.layer.add(upAnimation, forKey: nil)
CATransaction.commit()
}
func rotateAnimation() -> CABasicAnimation {
let rotate = CABasicAnimation(keyPath: "transform.rotation")
rotate.fromValue = 0
rotate.toValue = -6*CGFloat.pi
rotate.duration = 2
return rotate
}
func bounceAnimation(animatingDown: Bool = false) -> CABasicAnimation {
let buttonY = swirlButton.layer.position.y
let buttonX = swirlButton.layer.position.x
let translate = CABasicAnimation(keyPath: "position")
translate.fromValue = animatingDown ? [buttonX, buttonY - 200] : [buttonX, buttonY]
translate.toValue = animatingDown ? [buttonX, buttonY] : [buttonX, buttonY - 200]
translate.duration = 1
translate.fillMode = .forwards
translate.isRemovedOnCompletion = false
return translate
}
translate.fillMode = .forwards & translate.isRemovedOnCompletion = false is necesarry to prevent flicker in-between the animations and CATransaction allows us to set a completion block for when the first animation (up) finishes.