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varspriteImages=[UIImage]()foriin0..<29{
spriteImages.append(UIImage(named:"tile0\(i)")!)}
imageView.animationImages = spriteImages
// The amount of time it takes to go through one cycle of the images
imageView.animationDuration =0.6
// Specifies the number of times to repeat the animation
imageView.animationRepeatCount =1
imageView.startAnimating()
// A class that animates changes to views and allows the dynamic modification of those animations.
letanimator=UIViewPropertyAnimator(duration:1, curve:.linear, animations:nil)self.blurView.alpha =0
animator.addAnimations{self.blurView.alpha =1
// An affine transformation matrix for use in drawing 2D graphics.
self.imageView.transform =CGAffineTransform(scaleX:2, y:2)}
slider.addTarget(self, action: #selector(handleSliderChanged(slider:)), for:.allEvents)}@objcfileprivatefunc handleSliderChanged(slider:UISlider){print(slider.value)
// The completion percentage of the animation
animator.fractionComplete =CGFloat(slider.value)}
letbasic0=CABasicAnimation(keyPath:"transform.scale")
// Defines the value the receiver uses to end interpolation.
basic0.toValue =0.5
basic0.duration =2
// The receiver remains visible in its final state when the animation is completed.
basic0.fillMode =CAMediaTimingFillMode.forwards
// Determines if the animation is removed from the target layer’s animations upon completion.
basic0.isRemovedOnCompletion =false
imageView.layer.add(basic0, forKey:"test.io")