I have this Code:
-(void)animationLoop{
CGPoint oldPoint = CGPointMake(myCircleUIView.frame.origin.x, myCircleUIView.frame.origin.y);
[UIView animateWithDuration:1.0
animations: ^{ myCircleUIView.frame = CGRectMake(myCircleUIView.frame.origin.x + [self randomFloatingGenerator], myCircleUIView.frame.origin.y + [self randomFloatingGenerator], myCircleUIView.frame.size.width, myCircleUIView.frame.size.height); }
completion:
^(BOOL finished) {
[UIView animateWithDuration:1.0
animations:^{ myCircleUIView.frame = CGRectMake(oldPoint.x, oldPoint.y, myCircleUIView.frame.size.width, myCircleUIView.frame.size.height);}
completion:
^(BOOL finished) {[self animationLoop];}];
}];
}
But I am trying to stop the animation when interacting with it, but [myCircleUIView.layer removeAllAnimations];
won't do the job, any suggestions?
When you are stopping animation with CALayer's
-removeAllAnimations
completion callback is called with finished == NO
. So change your animation code like this:
- (void)animationLoop {
__weak id weakSelf = self;
CGPoint oldPoint = CGPointMake(myCircleUIView.frame.origin.x, myCircleUIView.frame.origin.y);
[UIView animateWithDuration:1.0
animations:^{
myCircleUIView.frame = CGRectMake(myCircleUIView.frame.origin.x + [weakSelf randomFloatingGenerator], myCircleUIView.frame.origin.y + [weakSelf randomFloatingGenerator], myCircleUIView.frame.size.width, myCircleUIView.frame.size.height);
}
completion:^(BOOL finished) {
if (!finished) return;
[UIView animateWithDuration:1.0
animations:^{
myCircleUIView.frame = CGRectMake(oldPoint.x, oldPoint.y, myCircleUIView.frame.size.width, myCircleUIView.frame.size.height);
}
completion:^(BOOL finished) {
if (!finished) return;
[weakSelf animationLoop];
}];
}];
}
I also advise you not to pass strong references to self
to blocks that are copied to heap if you don't really want to because of possible retain cycle
.
Add bool in your loop and set false when need to stop animation as show in code below...
BOOL IsAnimationContinue=true;
-(void)animationLoop{
CGPoint oldPoint = CGPointMake(myCircleUIView.frame.origin.x, myCircleUIView.frame.origin.y);
[UIView animateWithDuration:1.0
animations: ^{
if(IsAnimationContinue)
{
myCircleUIView.frame = CGRectMake(myCircleUIView.frame.origin.x + [self randomFloatingGenerator], myCircleUIView.frame.origin.y + [self randomFloatingGenerator], myCircleUIView.frame.size.width, myCircleUIView.frame.size.height);
}}
completion:^(BOOL finished) {
[UIView animateWithDuration:1.0
animations:^{
if(IsAnimationContinue)
{
myCircleUIView.frame = CGRectMake(oldPoint.x, oldPoint.y, myCircleUIView.frame.size.width, myCircleUIView.frame.size.height);
}}
completion:
^(BOOL finished) {[self animationLoop];}];
}];
}
Just set
IsAnimationContinue=False
To stop animation