I am trying to make my buttons animate like buttons in ios game center. they seem to wobble and float about the screen like a bubble. I've tried moving my buttons randomly on the screen, make them move in a constant cirular path at the same time but it's not the same effect.
I need a wobble kind of effect. any ideas are appreciated
Combining a few CAKeyframeAnimations
will give you the result. You need one for the position to follow a circle, and one for each scale (x/y) which are timed a bit different to achieve the wobble-effect. Check out the example:
UIView * view = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 50, 50)];
view.backgroundColor = [UIColor redColor];
view.layer.cornerRadius = view.frame.size.width/2;
[self.view addSubview:view];
//create an animation to follow a circular path
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
//interpolate the movement to be more smooth
pathAnimation.calculationMode = kCAAnimationPaced;
//apply transformation at the end of animation (not really needed since it runs forever)
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
//run forever
pathAnimation.repeatCount = INFINITY;
//no ease in/out to have the same speed along the path
pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
pathAnimation.duration = 5.0;
//The circle to follow will be inside the circleContainer frame.
//it should be a frame around the center of your view to animate.
//do not make it to large, a width/height of 3-4 will be enough.
CGMutablePathRef curvedPath = CGPathCreateMutable();
CGRect circleContainer = CGRectInset(view.frame, 23, 23);
CGPathAddEllipseInRect(curvedPath, NULL, circleContainer);
//add the path to the animation
pathAnimation.path = curvedPath;
//release path
CGPathRelease(curvedPath);
//add animation to the view's layer
[view.layer addAnimation:pathAnimation forKey:@"myCircleAnimation"];
//create an animation to scale the width of the view
CAKeyframeAnimation *scaleX = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
//set the duration
scaleX.duration = 1;
//it starts from scale factor 1, scales to 1.05 and back to 1
scaleX.values = @[@1.0, @1.05, @1.0];
//time percentage when the values above will be reached.
//i.e. 1.05 will be reached just as half the duration has passed.
scaleX.keyTimes = @[@0.0, @0.5, @1.0];
//keep repeating
scaleX.repeatCount = INFINITY;
//play animation backwards on repeat (not really needed since it scales back to 1)
scaleX.autoreverses = YES;
//ease in/out animation for more natural look
scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
//add the animation to the view's layer
[view.layer addAnimation:scaleX forKey:@"scaleXAnimation"];
//create the height-scale animation just like the width one above
//but slightly increased duration so they will not animate synchronously
CAKeyframeAnimation *scaleY = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.y"];
scaleY.duration = 1.5;
scaleY.values = @[@1.0, @1.05, @1.0];
scaleY.keyTimes = @[@0.0, @0.5, @1.0];
scaleY.repeatCount = INFINITY;
scaleY.autoreverses = YES;
scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[view.layer addAnimation:scaleY forKey:@"scaleYAnimation"];
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