ios UIView 抖动动画

声明:本页面是StackOverFlow热门问题的中英对照翻译,遵循CC BY-SA 4.0协议,如果您需要使用它,必须同样遵循CC BY-SA许可,注明原文地址和作者信息,同时你必须将它归于原作者(不是我):StackOverFlow 原文地址: http://stackoverflow.com/questions/3844557/
Warning: these are provided under cc-by-sa 4.0 license. You are free to use/share it, But you must attribute it to the original authors (not me): StackOverFlow

提示:将鼠标放在中文语句上可以显示对应的英文。显示中英文
时间:2020-08-30 17:50:17  来源:igfitidea点击:

UIView shake animation

iosiphoneanimationcocoa-touchcore-animation

提问by Hyman Greenhill

i'm trying to make a UIView shake when a button is pressed.

我试图在按下按钮时使 UIView 震动。

I am adapting the code I found on http://www.cimgf.com/2008/02/27/core-animation-tutorial-window-shake-effect/.

我正在修改我在http://www.cimgf.com/2008/02/27/core-animation-tutorial-window-shake-effect/ 上找到的代码。

However, by trying to adapt the following code to shake a UIView, it does not work:

但是,通过尝试修改以下代码来震动 UIView,它不起作用:

- (void)animate {
    const int numberOfShakes = 8;
    const float durationOfShake = 0.5f;
    const float vigourOfShake = 0.1f;

    CAKeyframeAnimation *shakeAnimation = [CAKeyframeAnimation animation];

    CGRect frame = lockView.frame;

    CGMutablePathRef shakePath = CGPathCreateMutable();
    CGPathMoveToPoint(shakePath, NULL, CGRectGetMinX(frame), CGRectGetMinY(frame));

    for (int index = 0; index < numberOfShakes; ++index) {
        CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) - frame.size.width * vigourOfShake, CGRectGetMinY(frame));

        CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) + frame.size.width * vigourOfShake, CGRectGetMinY(frame));
    }

    CGPathCloseSubpath(shakePath);

    shakeAnimation.path = shakePath;
    shakeAnimation.duration = durationOfShake;


    [lockView.layer addAnimation:shakeAnimation forKey:@"frameOrigin"];

}

回答by Matt Long

I wrote that post. It's overkill for a UIView, plus the parameters are geared toward an OSX app. Do this instead.

我写了那个帖子。这对于 UIView 来说太过分了,而且参数是针对 OSX 应用程序的。改为这样做。

CABasicAnimation *animation = 
                         [CABasicAnimation animationWithKeyPath:@"position"];
[animation setDuration:0.05];
[animation setRepeatCount:8];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint:
               CGPointMake([lockView center].x - 20.0f, [lockView center].y)]];
[animation setToValue:[NSValue valueWithCGPoint:
               CGPointMake([lockView center].x + 20.0f, [lockView center].y)]];
[[lockView layer] addAnimation:animation forKey:@"position"];

You'll have to play with the duration and repeatCount parameters as well as the x distance from center in the from and to values, but it should give you what you need. I hope that helps. Let me know if you have any questions.

您必须使用持续时间和重复计数参数以及 from 和 to 值中距中心的 x 距离,但它应该可以满足您的需求。我希望这有帮助。如果您有任何问题,请告诉我。

---

---



Swift 3.0

斯威夫特 3.0

let midX = lockView.center.x
let midY = lockView.center.y

let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.06
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = CGPoint(x: midX - 10, y: midY)
animation.toValue = CGPoint(x: midX + 10, y: midY)
layer.add(animation, forKey: "position")

回答by Ortwin Gentz

I prefer this solution that has a nice springy behavior, ideal for a wrong-password shake animation.

我更喜欢这种具有良好弹性行为的解决方案,非常适合密码错误的抖动动画。

view.transform = CGAffineTransformMakeTranslation(20, 0);
[UIView animateWithDuration:0.4 delay:0.0 usingSpringWithDamping:0.2 initialSpringVelocity:1.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
    view.transform = CGAffineTransformIdentity;
} completion:nil];

Swift 3

斯威夫特 3

extension UIView {
    func shake() {
        self.transform = CGAffineTransform(translationX: 20, y: 0)
        UIView.animate(withDuration: 0.4, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {
            self.transform = CGAffineTransform.identity
        }, completion: nil)
    }
}

回答by bandejapaisa

Here's my nice and simple looking version This simulates the shake you get on Mac OS X when you do an incorrect login. You could add this as a category on UIView if you like.

这是我的漂亮而简单的版本 这模拟了当您登录不正确时在 Mac OS X 上的震动。如果您愿意,可以将其添加为 UIView 上的类别。

@implementation UIView (DUExtensions)

- (void) shake {
    CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.x"];
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
    animation.duration = 0.6;
    animation.values = @[ @(-20), @(20), @(-20), @(20), @(-10), @(10), @(-5), @(5), @(0) ];
    [self.layer addAnimation:animation forKey:@"shake"];  
}

@end

The animation values are the x offset from the views current position. Positive values shifting the view to the right, and negative values to the left. By successively lowering them, you get a shake that naturally loses momentum. You can tweak these numbers if you like.

动画值是从视图当前位置的 x 偏移量。正值将视图向右移动,负值向左移动。通过连续降低它们,您会得到自然失去动力的震动。如果您愿意,您可以调整这些数字。

回答by Julio Bailon

Here is the swift version as an extension in case anybody needs it

这是 swift 版本作为扩展,以防有人需要它

extension UIImageView{
    func vibrate(){
        let animation = CABasicAnimation(keyPath: "position")
        animation.duration = 0.05
        animation.repeatCount = 5
        animation.autoreverses = true
        animation.fromValue = NSValue(CGPoint: CGPointMake(self.center.x - 2.0, self.center.y))
        animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 2.0, self.center.y))
        self.layer.addAnimation(animation, forKey: "position")
    }
}

This will animate an small UIImageView (around 15x15). If you need to animate something bigger you may want to change the 2.0 factor of movement to something greater.

这将动画一个小的 UIImageView(大约 15x15)。如果您需要为更大的东西制作动画,您可能需要将 2.0 运动因子更改为更大的东西。

回答by imike

Based on @bandejapaisa answer, UIView extension for Swift 3

基于@bandejapaisa 的答案,Swift 3 的 UIView 扩展

extension UIView {
    func shake() {
        let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
        animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
        animation.duration = 0.6
        animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
        layer.addAnimation(animation, forKey: "shake")
    }
}

回答by WrightsCS

You can try this piece of code:

你可以试试这段代码:

to call the code below, use: [self earthquake:myObject];

要调用下面的代码,请使用: [self earthquake:myObject];

#pragma mark EarthQuake Methods

- (void)earthquake:(UIView*)itemView
{
    AudioServicesPlaySystemSound(kSystemSoundID_Vibrate); 

    CGFloat t = 2.0;

    CGAffineTransform leftQuake  = CGAffineTransformTranslate(CGAffineTransformIdentity, t, -t);
    CGAffineTransform rightQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, t);

    itemView.transform = leftQuake;  // starting point

    [UIView beginAnimations:@"earthquake" context:itemView];
    [UIView setAnimationRepeatAutoreverses:YES]; // important
    [UIView setAnimationRepeatCount:3];
    [UIView setAnimationDuration:0.05];
    [UIView setAnimationDelegate:self];
    [UIView setAnimationDidStopSelector:@selector(earthquakeEnded:finished:context:)];

    itemView.transform = rightQuake; // end here & auto-reverse

    [UIView commitAnimations];
}

- (void)earthquakeEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context 
{
    if ([finished boolValue]) 
    {
        UIView* item = (UIView *)context;
        item.transform = CGAffineTransformIdentity;
   }
}

回答by Birju

You can call this method on UIButton click event

您可以在 UIButton 单击事件上调用此方法

-(void)shakescreen
{
    //Shake screen
    CGFloat t = 5.0;
    CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, t);
    CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, -t);

    self.view.transform = translateLeft;

    [UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^
    {
         [UIView setAnimationRepeatCount:2.0];
         self.view.transform = translateRight;
    } completion:^(BOOL finished)

      {
          if (finished) 
          {
             [UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^
          {
              self.view.transform = CGAffineTransformIdentity;
          } 
          completion:NULL];
      }
  }];
}

Hope this will help you :-)

希望能帮到你 :-)

回答by Alex Sorokoletov

C# Xamarin.iOS version of answer how to create UIView shake animation in iOSis below

C# Xamarin.iOS 版本的答案如何在 iOS 中创建 UIView 抖动动画如下

        CAKeyFrameAnimation keyframeAnimation = CAKeyFrameAnimation.GetFromKeyPath(new NSString("transform.translation.x"));
        keyframeAnimation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
        keyframeAnimation.Duration = 0.6f;
        keyframeAnimation.Values = new NSObject[]{ new NSNumber(-20f), new NSNumber(20f), new NSNumber(-20f), new NSNumber(20f), new NSNumber(-10f), new NSNumber(10f), new NSNumber(-5f), new NSNumber(5f), new NSNumber(0f) };
        shakyView.Layer.AddAnimation(keyframeAnimation, "shake");

回答by Lory Huz

Swift 3 implementation based on @Mihael-Isaev answer

基于@Mihael-Isaev 答案的 Swift 3 实现

private enum Axis: StringLiteralType {
    case x = "x"
    case y = "y"
}

extension UIView {
    private func shake(on axis: Axis) {
        let animation = CAKeyframeAnimation(keyPath: "transform.translation.\(axis.rawValue)")
        animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
        animation.duration = 0.6
        animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
        layer.add(animation, forKey: "shake")
    }
    func shakeOnXAxis() {
        self.shake(on: .x)
    }
    func shakeOnYAxis() {
        self.shake(on: .y)
    }
}

回答by Jasper Blues

Here's one that uses a damper function to decay the shake:

这是一个使用阻尼器功能来衰减震动的方法:

- (void)shake
{
    CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    animation.duration = 0.5;
    animation.delegate = self;
    animation.fillMode = kCAFillModeForwards;
    animation.removedOnCompletion = YES;
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];

    NSMutableArray* values = [[NSMutableArray alloc] init];

    int steps = 100;
    double position = 0;
    float e = 2.71;

    for (int t = 0; t < steps; t++)
    {
        position = 10 * pow(e, -0.022 * t) * sin(0.12 * t);
        NSValue* value = [NSValue valueWithCGPoint:CGPointMake([self center].x - position, [self center].y)];
        DDLogInfo(@"Value: %@", value);
        [values addObject:value];
    }

    animation.values = values;
    [[self layer] addAnimation:animation forKey:@"position"];

}