I am trying to create an animation in swift to make a few ballons float from the bottom of the screen to the top. However in the middle of the animation one of the balloons gets fixed on the top left corner of the screen and does not disappear even when the animation finishes.
Please watch this video to see what I am talking about:
https://i.sstatic.net/VPHBn.jpg
Here is my code. I don't really know what I am doing wrong.
func presentVictoryView() {
blackView.isHidden = false
for _ in 0 ... 20 {
let objectView = UIView()
objectView.translatesAutoresizingMaskIntoConstraints = false
objectView.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//objectView.backgroundColor = .clear
//objectView.alpha = CGFloat(0.9)
objectView.isHidden = false
let ballon = UILabel()
ballon.translatesAutoresizingMaskIntoConstraints = false
ballon.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//ballon.backgroundColor = .clear
//ballon.alpha = CGFloat(0.9)
ballon.text = "🎈"
ballon.font = UIFont.systemFont(ofSize: 60)
objectView.addSubview(ballon)
NSLayoutConstraint.activate([
ballon.centerXAnchor.constraint(equalTo: objectView.centerXAnchor),
ballon.centerYAnchor.constraint(equalTo: objectView.centerYAnchor)
])
blackView.addSubview(objectView)
let randomXOffset = Int.random(in: -120 ..< 200)
let path = UIBezierPath()
path.move(to: CGPoint(x: 270 + randomXOffset, y: 1000))
path.addCurve(to: CGPoint(x: 100 + randomXOffset, y: -300), controlPoint1: CGPoint(x: 300 - randomXOffset, y: 600), controlPoint2: CGPoint(x: 70 + randomXOffset, y: 300))
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = path.cgPath
animation.repeatCount = 1
animation.duration = Double.random(in: 4.0 ..< 7.0)
//animation.timeOffset = Double(arc4random_uniform(50))
objectView.layer.add(animation, forKey: "animate position along path")
}
//objectView.isHidden = true
//self?.newGame()
}
Thank you for your help! :)
You should use delegate to detect end of animation and remove bubbleView then.
func presentVictoryView() {
blackView.isHidden = false
for _ in 0 ... 20 {
let objectView = UIView()
objectView.translatesAutoresizingMaskIntoConstraints = false
objectView.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//objectView.backgroundColor = .clear
//objectView.alpha = CGFloat(0.9)
objectView.isHidden = false
let ballon = UILabel()
ballon.translatesAutoresizingMaskIntoConstraints = false
ballon.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//ballon.backgroundColor = .clear
//ballon.alpha = CGFloat(0.9)
ballon.text = "🎈"
ballon.font = UIFont.systemFont(ofSize: 60)
objectView.addSubview(ballon)
NSLayoutConstraint.activate([
ballon.centerXAnchor.constraint(equalTo: objectView.centerXAnchor),
ballon.centerYAnchor.constraint(equalTo: objectView.centerYAnchor)
])
blackView.addSubview(objectView)
let randomXOffset = Int.random(in: -120 ..< 200)
let path = UIBezierPath()
path.move(to: CGPoint(x: 270 + randomXOffset, y: 1000))
path.addCurve(to: CGPoint(x: 100 + randomXOffset, y: -300), controlPoint1: CGPoint(x: 300 - randomXOffset, y: 600), controlPoint2: CGPoint(x: 70 + randomXOffset, y: 300))
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = path.cgPath
animation.repeatCount = 1
// add these
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
let delegate = BubbleAnimDelegate()
delegate.didFinishAnimation = {
objectView.removeFromSuperview()
}
animation.delegate = delegate
// upto here
animation.duration = Double.random(in: 4.0 ..< 7.0)
//animation.timeOffset = Double(arc4random_uniform(50))
objectView.layer.add(animation, forKey: "animate position along path")
}
//objectView.isHidden = true
//self?.newGame()
}
class BubbleAnimDelegate: NSObject, CAAnimationDelegate {
var didFinishAnimation: (()->Void)?
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
didFinishAnimation?()
}
}