We are currently developing an application that contains a series of icons. We want the icons to wiggle like the app deletion animations when pressed. What would be the be
Looking at the iOS implementation a bit closer, there are two things that make theirs a bit more realistic than the code mentioned here:
I based myself on the answers here (and with some help from this answer) to add the rotation, the bounce and a bit of randomness to the duration of each animation.
#define kWiggleBounceY 4.0f
#define kWiggleBounceDuration 0.12
#define kWiggleBounceDurationVariance 0.025
#define kWiggleRotateAngle 0.06f
#define kWiggleRotateDuration 0.1
#define kWiggleRotateDurationVariance 0.025
-(void)startWiggling {
[UIView animateWithDuration:0
animations:^{
[self.layer addAnimation:[self rotationAnimation] forKey:@"rotation"];
[self.layer addAnimation:[self bounceAnimation] forKey:@"bounce"];
self.transform = CGAffineTransformIdentity;
}];
}
-(CAAnimation*)rotationAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"];
animation.values = @[@(-kWiggleRotateAngle), @(kWiggleRotateAngle)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleRotateDuration
withVariance:kWiggleRotateDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(CAAnimation*)bounceAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.y"];
animation.values = @[@(kWiggleBounceY), @(0.0)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleBounceDuration
withVariance:kWiggleBounceDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(NSTimeInterval)randomizeInterval:(NSTimeInterval)interval withVariance:(double)variance {
double random = (arc4random_uniform(1000) - 500.0) / 500.0;
return interval + variance * random;
}
I implemented this code on a UICollectionView which had 30 items bouncing and the performance was flawless on an iPad 2.