I found this javascript animation:
JS animation
I really want to know how I can convert animations like this to use it in my Swift iOS app.
Has anybody got experience in likely things? I found things like spritekit, but I really can't find the right info/tutorials about this.
Maybe someone does know what I should do/look up?
Hope anybody can help me, thanks in advance!
Use a customView to upgrade their js codes to swift. Hope it is the answer. Beware of the copyright when you use their codes in this way. It's just for a demo.
In details, circle class is needed here to represent their points. In storyboard, assign a UIView to MyView and you can get the result.
class Circle : NSObject {
var position: CGPoint!
var speed : CGPoint!
init(position: CGPoint, speed: CGPoint) {
super.init()
self.position = position
self.speed = speed
}
}
class MyView : UIView{
var balls: [Circle] = []
override func didMoveToSuperview() {
super.didMoveToSuperview()
clearsContextBeforeDrawing = true
contentMode = .redraw
clipsToBounds = false
func randomValue () -> CGFloat {
let upperBound : UInt32 = 1000;
return (CGFloat(arc4random_uniform(upperBound))) / CGFloat(upperBound);
}
let array = (0..<Int(bounds.width*bounds.height / (65*65))).map { _ in
Circle.init(position: CGPoint.init(x: bounds.width * randomValue() , y: bounds.height * randomValue()), speed: CGPoint.init(x: randomValue() * 2 - 1 , y:randomValue() * 2 - 1) ) }
balls.append(contentsOf: array)
let displayLink = CADisplayLink.init(target: self, selector: #selector(update(_:)))
displayLink.add(to: RunLoop.main, forMode: RunLoop.Mode.default)
}
@objc func update(_ sender : CADisplayLink){
self.setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
let ctx = UIGraphicsGetCurrentContext()!
_ = (0..<(balls.count)).map{
let circle = balls[$0]
if (circle.position.x > rect.size.width + 50 || circle.position.x < -50) {
circle.speed.x = -circle.speed.x;
}
if (circle.position.y > rect.size.height + 50 || circle.position.y < -50) {
circle.speed.y = -circle.speed.y;
}
circle.position.x += circle.speed.x;
circle.position.y += circle.speed.y;
}
let color = UIColor.init(red: 0, green: 0x1c / 255 , blue: 0x33 / 255, alpha: 1.0).cgColor
ctx.setFillColor(color )
ctx.fill(rect)
_ = (0..<(balls.count)).map{
let ball = balls[$0];
ctx.beginPath()
let color = UIColor.init(red: 0x44 / 255 , green: 0x8f / 255 , blue: 0xda / 255, alpha: 0.4).cgColor
ctx.setFillColor(color)
ctx.addArc( center: ball.position , radius: 3.0, startAngle: 0, endAngle: .pi * 2, clockwise: false)
ctx.fillPath()
ctx.beginPath();
var index2 = balls.count - 1
while (index2 > $0 ){
let ball2 = balls[index2];
let dist = hypot(ball.position.x - ball2.position.x , ball.position.y - ball2.position.y );
if (dist < 100) {
ctx.setStrokeColor(UIColor.init(red: 0x44 / 255, green: 0x8f / 255, blue: 0xda / 255, alpha: 1.0).cgColor )
ctx.setAlpha( 1 - (dist > 100 ? 0.8 : dist / 150) )
ctx.setLineWidth(2);
ctx.move(to: CGPoint.init(x: 0.5 + ball.position.x, y: 0.5 + ball.position.y))
ctx.addLine(to: CGPoint.init(x: 0.5 + ball2.position.x, y: 0.5 + ball2.position.y))
}
index2 -= 1;
}
ctx.strokePath()
}
}
}
Using SpriteKit, To make the animation in that link you provided, I would create a loop that generates N number of dots (SKSpriteNodes) randomly placed on the scene. Then recursively move each dot to a new random location. Then, in the update()
function of the scene, loop over all the dots and run some calculations to determine if dot X is within so many points of any other dot on the scene and create a CGPath between those two. And remove that CGPath if is not.