I'm not sure how to create this animation. Would you somehow split the 1 jpg file evenly in 3 pieces and animate that? Or would you have to make multiple copies of the jpg and do something with them?
Any help would be awesome!
I'm not sure how to create this animation. Would you somehow split the 1 jpg file evenly in 3 pieces and animate that? Or would you have to make multiple copies of the jpg and do something with them?
Any help would be awesome!
Since you want a crossfade, it's probably easiest to do this by splitting the image into separate cel images:
import UIKit
import PlaygroundSupport
extension UIImage {
func subImage(inUnitRect unitRect: CGRect) -> UIImage? {
guard imageOrientation == .up, let cgImage = self.cgImage else { return nil }
let cgImageWidth = CGFloat(cgImage.width)
let cgImageHeight = CGFloat(cgImage.height)
let scaledRect = CGRect(x: unitRect.origin.x * cgImageWidth, y: unitRect.origin.y * cgImageHeight, width: unitRect.size.width * cgImageWidth, height: unitRect.size.height * cgImageHeight)
guard let croppedCgImage = cgImage.cropping(to: scaledRect) else { return nil }
return UIImage(cgImage: croppedCgImage, scale: scale, orientation: .up)
}
}
let image = #imageLiteral(resourceName: "image.png")
let celCount: CGFloat = 3
let cels = stride(from: 0, to: celCount, by: 1).map({ (i) -> UIImage in
image.subImage(inUnitRect: CGRect(x: i / celCount, y: 0, width: 1/3, height: 1))!
})
Then we can use a keyframe animation to crossfade the layer contents:
let imageView = UIImageView(image: cels[0])
PlaygroundPage.current.liveView = imageView
let animation = CAKeyframeAnimation(keyPath: "contents")
var values = [CGImage]()
var keyTimes = [Double]()
for (i, cel) in cels.enumerated() {
keyTimes.append(Double(i) / Double(cels.count))
values.append(cel.cgImage!)
// The 0.9 means 90% of the time will be spent *outside* of crossfade.
keyTimes.append((Double(i) + 0.9) / Double(cels.count))
values.append(cel.cgImage!)
}
values.append(cels[0].cgImage!)
keyTimes.append(1.0)
animation.keyTimes = keyTimes.map({ NSNumber(value: $0) })
animation.values = values
animation.repeatCount = .infinity
animation.duration = 5
imageView.layer.add(animation, forKey: animation.keyPath)
Result:
There are multiple ways you can do this. One is by setting or animating the contentsRect property of the image view's layer.
In your image, there are three cels, and each occupies exactly 1/3 of the image. The contentsRect is in the unit coordinate space, which makes computation easy. The contentsRect for cel i is CGRect(x: i/3, y: 0, width: 1/3, height: 0).
You want discrete jumps between cels, instead of smooth sliding transitions, so you need to use a keyframe animation with a kCAAnimationDiscrete calculationMode.
import UIKit
import PlaygroundSupport
let image = #imageLiteral(resourceName: "image.png")
let celSize = CGSize(width: image.size.width / 3, height: image.size.height)
let imageView = UIImageView()
imageView.frame = CGRect(origin: .zero, size: celSize)
imageView.image = image
PlaygroundPage.current.liveView = imageView
let animation = CAKeyframeAnimation(keyPath: "contentsRect")
animation.duration = 1.5
animation.calculationMode = kCAAnimationDiscrete
animation.repeatCount = .infinity
animation.values = [
CGRect(x: 0, y: 0, width: 1/3.0, height: 1),
CGRect(x: 1/3.0, y: 0, width: 1/3.0, height: 1),
CGRect(x: 2/3.0, y: 0, width: 1/3.0, height: 1)
] as [CGRect]
imageView.layer.add(animation, forKey: animation.keyPath!)
Result: