cakeyframeanimation

How to Animate CoreGraphics Drawing of Shape Using CAKeyframeAnimation

ⅰ亾dé卋堺 提交于 2020-01-10 10:51:03
问题 I am trying to animate the drawing of a UIBeizerPath (in my example a triangle) in a UIView subclass. However, the entire subview is animating instead of the shape. Is there something I am missing with the animation? - (void)drawRect:(CGRect)rect { CAShapeLayer *drawLayer = [CAShapeLayer layer]; drawLayer.frame = CGRectMake(0, 0, 100, 100); drawLayer.strokeColor = [UIColor greenColor].CGColor; drawLayer.lineWidth = 4.0; [self.layer addSublayer:drawLayer]; UIBezierPath *path = [UIBezierPath

modifying dynamically the duration of CAKeyframeAnimation

孤者浪人 提交于 2019-12-25 06:40:15
问题 In my code I create a CAKeyframeanimation with an infinite repeat count, add it to a specific CALayer. I would like to modify the duration (= the speed) of the animation while animating, without the need of restarting my animation. So when i click on a button, i get a duration that I can set for the animation. I have to remove the animation, create another one, and make it start to where i stopped it. The problem is that I can't seem to restart it from that point without making it loop from

CAKeyFrameAnimation not Linear for values greater than PI

我的未来我决定 提交于 2019-12-23 09:17:08
问题 I am having some trouble to understand why an animation isn't working like expected. What I am doing is this: Create a UIBezierPath with an arc to move a Label along this path and animate the paths stroke. //Start Point is -.pi /2 to let the Arc start at the top. //self.progress = Value between 0.0 and 1.0 let path : UIBezierPath = UIBezierPath.init(arcCenter: CGPoint.init(x: self.bounds.width * 0.5, y: self.bounds.height * 0.5), radius: self.bounds.width * 0.5, startAngle: -.pi / 2, endAngle

Implementing a CAKeyFrameAnimation callback in MonoTouch at the end of an animation set?

邮差的信 提交于 2019-12-23 03:39:13
问题 My code works and I animate, but I'm not sure how to do this: Animation End Callback for CALayer? ...in MonoTouch. Here's what i've got: public partial class MyCustomView: UIView { // Code Code Code private void RunAnimation() { CAKeyFrameAnimation pathAnimation = new CAKeyFrameAnimation(); pathAnimation.KeyPath = "position"; pathAnimation.Path = trail; //A collection of PointFs pathAnimation.Duration = playbackSpeed; Character.Layer.AddAnimation(pathAnimation,"MoveCharacter"); } //Code Code

What kind of value is keyTime in an CAKeyFrameAnimation?

会有一股神秘感。 提交于 2019-12-20 09:47:21
问题 For example I have this CAKeyFrameAnimation: CALayer* theLayer = myView.layer; CAKeyframeAnimation* animation; animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; animation.duration = 1.6; //animation.cumulative = YES; animation.repeatCount = 1; animation.removedOnCompletion = NO; animation.fillMode = kCAFillModeForwards; animation.values = [NSArray arrayWithObjects: [NSNumber numberWithFloat:0.0 * M_PI], [NSNumber numberWithFloat:(15.0/180.0) * M_PI], [NSNumber

How Do You CAKeyframeAnimation Scale?

北战南征 提交于 2019-12-12 07:09:46
问题 I want to create an animation with several key frames. I want my Layer (a button in this case) to scale up to 1.5 then down to 0.5 then up to 1.2 then down to 0.8 then 1.0. I also want to EaseIn and EaseOut of each keyframe. As you can imagine, this will create a Springy/Bounce effect on the spot. In other parts of my app I have been using CAKeyframeAnimation like this (see below code). This creates a similar springy animation but for x and y position. Can I adapt the below code to affect

Implementing Perfectly Timed Animations

巧了我就是萌 提交于 2019-12-12 03:34:47
问题 Creating Perfectly "up to spec" Animations I'm working with a designer right now that likes to work a lot with After Effects. They create beautiful, well timed animations that look great, but I'm having trouble actually implementing the designs. I can make everything look perfect, as in everything is the right size, shape, color, etc., but I can't get the movements to feel perfect, like they are in the spec. I can try my best to eyeball it, and tweak my animation parameters until things look

Pulling animation on ios

ε祈祈猫儿з 提交于 2019-12-12 02:56:43
问题 Please i need to know how can i do pulling effect using multiple image. Those images must follow a specific path each image beside another one like a train. is there any solution than looping. what i wanna exactly is those image move simultaneously. 回答1: You want to use a CAKeyFrameAnimation, using a CGPath to describe the path you want your objects to follow. You would create a series of animations, each using the same path, but with different beginTimes. The tricky bit is how to use

EXC_BAD_ACCESS while using CoreAnimation

依然范特西╮ 提交于 2019-12-11 11:54:10
问题 I use CoreAnimation to animate UIImageView (curve Bezier animation). Here`s my code: CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationCubic; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; CGPoint endPoint = originalPosition; UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:star.layer.position]; [path addQuadCurveToPoint:endPoint controlPoint

How to call scrollViewDidScroll: the same way UIScrollView does, but during custom animation?

别来无恙 提交于 2019-12-09 17:59:04
问题 I have a very large horizontally scrolling UIScrollView which is reusing its subviews (moves and updates them when they are out of visible area, similar like UITableView is reusing cells). This relies on scrollViewDidScroll: delegate call, which gives me actual contentOffset, and here I decide when to reuse particular subview. So far so good. Sometimes I need to change contentOffset programatically, but with custom animation (inertia and bounce back to the final position). I can do this quite