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There are 11 episodes with tag 'animations'   Clear search
  • Instance selection UI and transitions

    #549

    macOS Mastodon Client

    The first step to use Mastodon is to select your instance. You can browse a public timeline of that instance or you can log into that instance to see your own timeline. In this episode we will create a simple instance selection UI. We'll then use animated transitions to switch to the timeline view. Gui teaches us a new tip about debugging animations.

  • Wurdle Part 6 - Letter Flip

    #524

    Building a Wordle Clone in SwiftUI

    In this episode we create a custom transition using a GeometryEffect to add a nice flip animation for the letters as they are revealed.

  • Typed Letter Animation

    #520

    Building a Wordle Clone in SwiftUI

    Let's make the letters bounce a little as they are being typed. To do this we'll have to see how animated state changes are performed and how we can restructure our view hierarchy to achieve the results we're after.

  • Customizing Animations with AnimatableVector

    #449

    If you can describe your animation with a small number of parameters that interpolate over the animation, animation is pretty easy. But once you want to combine an arbitrary number of animatable data values, for instance an array of Doubles representing our points, then you have to resort to a custom VectorArithmetic implementation. In this episode we will create an AnimatableVector type that is capable of animating between arrays of Double values. We then use this type to animate between 2 sets of points using our waveform algorithm.

  • Animatable Modifiers

    #448

    Animating in SwiftUI can seem like magic, until you want to animate something custom. In this episode we'll add animation to our frequency, amplitude, and phase parameters for our waveform by leveraging SwiftUI's AnimatableModifier protocol. We'll see how to implement the animatableData property with one, two, and ultimately all three parameters. We'll cover implicit and explicit animations, as well as the behavior when attempting to mix animations.

  • Bounce Animation in SwiftUI

    #446

    Simple animations in SwiftUI are refreshingly easy. However, some animations are deceptively tricky, as we don't have access to completion handlers. Animation is entirely state-based, so if we have an animation where an item needs to move and return to its original state, we need to take a different approach. In this episode we will model a bounce animation using a simple sine function, feeding in the time value t using SwiftUI's linear animation interpolation.

  • SwiftUI Transforms and Animations

    #399

    SwiftUI's declarative nature makes building UIs incredibly easy. In this episode we will build a wallet UI with cards. We will create a CardView so we can reuse it in multiple places. Then we will use transforms to alter it's size and position. Finally we will see how declarative animations work as we expand the cards apart.

  • Designing a Custom Download Button - Part 2

    #243

    Large File Downloads

    Wrapping up our custom download button, this time we focus on the highlighted image and depressed state of the button, as well as transitioning to and from the progress layer.

  • Designing a Custom Download Button - Part 1

    #242

    Large File Downloads

    In this episode we create a custom control to serve as our download button. We start by creating a circular progress indicator using CAShapeLayer, then move on to subclassing UIControl to provide our image view and touch handling.

  • Calculating Spring Velocity

    #232

    UIView has an incredibly useful spring-based animation API, but it can be difficult to know what to use for the damping and initial spring velocity parameters. In this episode, we'll break down how to compute the velocity value using the values we get from our UIPanGestureRecognizer and a little math.

  • Animating Constraints

    #135

    What good is a static layout? When specifying layout using constraints, we still need to provide transitions and other animations in our interfaces. We can do this quite easily by just animating between different sets of constraints.