DWAnimation
is a easy to use animation written in Swift.
build from.
- Swift 4.1
- Xcode 9.3
add following file to your project.
Pulsing.swift
CirclePulsing.swift
you can create a pulsing animation like this.
let pulsing = Pulsing(position: self.view.center, toRadius: 50, color: UIColor.blue.cgColor)
you can change the animation duration use this property animationDuration
default value is 1.
pulsing.animationDuration = 2
create a circlePulsing animation like this.
let circlePulsing = CirclePulsing(position: self.view.center, toRadius: 300, color: UIColor.blue.cgColor)
circlePulsing.animationDuration = 2
change the animation where radius start use this property fromRadius
default value is 0.1.
circlePulsing.fromRadius = 50
add the animation to view.
self.view.layer.addSublayer(pulsing)
self.view.layer.addSublayer(circlePulsing)
you will get a result like this.
also you can create a constant animation.
first create two property.
var pulsing: Pulsing!
var circlePulsing: CirclePulsing!
you can change the animation repeat times use this property repeatTimes
default value is 1.
create a function like this.
func pulsingAnimation(repeatTimes: Float, duration: TimeInterval) {
self.pulsing = Pulsing(position: self.view.center, toRadius: 50, color: UIColor.blue.cgColor)
self.pulsing.animationDuration = duration
self.pulsing.repeatTimes = repeatTimes
self.view.layer.addSublayer(self.pulsing)
self.circlePulsing = CirclePulsing(position: self.view.center, toRadius: 300, color: UIColor.blue.cgColor)
self.circlePulsing.animationDuration = duration
self.circlePulsing.repeatTimes = repeatTimes
self.circlePulsing.fromRadius = 50
self.view.layer.addSublayer(self.circlePulsing)
}
run this function.
self.pulsingAnimation(repeatTimes: Float.infinity, duration: 1)
create stop animation function like this.
func stopAnimation() {
self.pulsing.removeAllAnimations()
self.circlePulsing.removeAllAnimations()
}
run this function to stop.
self.stopAnimation()
you will get a result like this.
following is my example
//ExampleVC.swift
import UIKit
class ExampleVC: UIViewController {
@IBOutlet var exampleView: ExampleView!
let layer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidLayoutSubviews() {
self.pulsingAnimation(repeatTimes: Float.infinity, duration: 3)
let path = UIBezierPath(arcCenter: self.exampleView.imageView.center, radius: 40, startAngle: 0, endAngle: CGFloat.pi * 2, clockwise: true)
self.layer.path = path.cgPath
self.layer.fillColor = #colorLiteral(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
self.view.layer.insertSublayer(layer, below: self.exampleView.imageView.layer)
}
func pulsingAnimation(repeatTimes: Float, duration: TimeInterval) {
let pulsing = Pulsing(position: self.exampleView.imageView.center, toRadius: 40, color: #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1))
pulsing.animationDuration = duration
pulsing.repeatTimes = repeatTimes
pulsing.opacityFromRadius = 0
pulsing.opacityToRadius = 1
self.view.layer.insertSublayer(pulsing, below: self.exampleView.imageView.layer)
let circlePulsing = CirclePulsing(position: self.exampleView.imageView.center, toRadius: 300, color: #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1))
circlePulsing.animationDuration = duration
circlePulsing.repeatTimes = repeatTimes
circlePulsing.fromRadius = 40
self.view.layer.insertSublayer(circlePulsing, below: self.exampleView.imageView.layer)
//opacity
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.fromValue = 1
opacityAnimation.toValue = 0
opacityAnimation.duration = duration
opacityAnimation.repeatCount = repeatTimes
self.layer.add(opacityAnimation, forKey: "opacityPulsing")
}
}
//ExampleView.swift
import UIKit
class ExampleView: UIView {
@IBOutlet weak var imageView: UIImageView!
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {
return
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let colors:[CGColor] = [#colorLiteral(red: 1, green: 1, blue: 1, alpha: 0).cgColor,#colorLiteral(red: 0.4235294118, green: 0.8117647059, blue: 0.8901960784, alpha: 0.3022285265).cgColor,#colorLiteral(red: 1, green: 1, blue: 1, alpha: 0).cgColor]
let locations:[CGFloat] = [0.57, 0.57, 1.0]
guard let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: locations) else {
return
}
context.drawRadialGradient(gradient, startCenter: self.imageView.center, startRadius: 0, endCenter: self.imageView.center, endRadius: 70, options: .drawsBeforeStartLocation)
}
}
Dion Wu, [email protected]