I am trying to add a countdown to my app and I'm having problems animating this. The look I'm going for is something similar to the iPad countdown shown below, with the red bar increasing as the clock counts down.
Initially I created an image atlas with an individual image for each half second of the countdown but this seems to take a lot of memory to run and therefore crashes the app so I now have to find an alternative.
I've been looking at colorizing here https://developer.apple.com/library/prerelease/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Sprites/Sprites.html#//apple_ref/doc/uid/TP40013043-CH9 but can't see a way of colorizing a section of the sprite, it seems that the whole sprite would be changed.
Does anyone know if colorizing would be an option here, or is there a way of reduce the memory used by an image atlas?
Thanks
Steps to add countdown timer in Flutter:Step 1: Make sure you have a StatefulWidget class. Step 2: Add the timer and duration variable. Step 3: Add a method called startTimer() to start the timer. Step 4: Add a method called stopTimer() to stop the timer.
Flutter CircularProgressIndicator Widget TutorialTo show the progress, you have to provide a value between 0.0 and 1.0. Indeterminate progress bar can be used when you cannot know the percentage of progress for the ongoing task. By default, CircularProgressIndicator works as an indeterminate progress bar.
You can do it using CAShapeLayer and animating the stroke end as follow:
update Xcode 9 • Swift 4
define the time left
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
var timeLeft: TimeInterval = 60
var endTime: Date?
var timeLabel = UILabel()
var timer = Timer()
// here you create your basic animation object to animate the strokeEnd
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
define a method to create de UIBezierPath
startAngle at -90˚ and endAngle 270
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
bgShapeLayer.strokeColor = UIColor.white.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
view.layer.addSublayer(timeLeftShapeLayer)
}
add your Label
func addTimeLabel() {
timeLabel = UILabel(frame: CGRect(x: view.frame.midX-50 ,y: view.frame.midY-25, width: 100, height: 50))
timeLabel.textAlignment = .center
timeLabel.text = timeLeft.time
view.addSubview(timeLabel)
}
at viewDidload set the endTime and add your CAShapeLayer to your view:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(white: 0.94, alpha: 1.0)
drawBgShape()
drawTimeLeftShape()
addTimeLabel()
// here you define the fromValue, toValue and duration of your animation
strokeIt.fromValue = 0
strokeIt.toValue = 1
strokeIt.duration = timeLeft
// add the animation to your timeLeftShapeLayer
timeLeftShapeLayer.add(strokeIt, forKey: nil)
// define the future end time by adding the timeLeft to now Date()
endTime = Date().addingTimeInterval(timeLeft)
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(updateTime), userInfo: nil, repeats: true)
}
when updating the time
@objc func updateTime() {
if timeLeft > 0 {
timeLeft = endTime?.timeIntervalSinceNow ?? 0
timeLabel.text = timeLeft.time
} else {
timeLabel.text = "00:00"
timer.invalidate()
}
}
you can use this extension to convert the degrees to radians and display time
extension TimeInterval {
var time: String {
return String(format:"%02d:%02d", Int(self/60), Int(ceil(truncatingRemainder(dividingBy: 60))) )
}
}
extension Int {
var degreesToRadians : CGFloat {
return CGFloat(self) * .pi / 180
}
}
Sample project
Great piece of code and answer! Just thought I'd suggest the following. I was getting the time showing as 1:00 and then 0:60 which I think might be due to the "ceil" part of the code.
I changed it to the following (also wanting times less than 60 to show differently) and it seems to have removed the overlap of times.
For what it's worth ...
extension NSTimeInterval {
var time:String {
if self < 60 {
return String(format: "%02d", Int(floor(self%60)))
} else
{
return String(format: "%01d:%02d", Int(self/60), Int(floor(self%60)))
}
}
}
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