This control provides an alternative to animating an array of images with an UIImageView
. Only a
single image composed of individual sprite frames is used, and animation simply consists of
updating the layer contentsRect
.
- Xcode 7.0 or higher
- iOS SDK version 7.0 or higher
A sprite sheet consists of a single image composed of a single column of individual sprite frames.
The individual sprite frames must be sized and spaced evenly across the overall image bounds. A
typical use case is to generate three sprite sheet images (1x, 2x, and 3x) and add these to an
.xcassets
file for use in the app by the spritedAnimationView
.
Once a sprite sheet is added to a spritedAnimationView
(either at init
or adding later), the
spritedAnimationView
can animate the image from the first sprite frame to the last sprite frame.
Properties are available to set the frame rate, which defaults to 60 fps (frames per second). The
animation can happen once or be looped via the animationRepeatCount
property. To start the
animation, use the -startAnimationWithCompletion:
method. A completion block gets called once
the animation is finished. However, if the animationRepeatCount
is set to loop infinitely (with
a 0 setting), this block will not get called. Additional methods are provided to reset the
spritedAnimationView
to the beginning or end without animation.
It is enough to provide a single sprite sheet, animate the image, and simply reset to the beginning once finished. However, in some cases, a nice user experience can be achieved by providing two separate sprite sheets. One showing an animation from state A to state B, then another sprite sheet showing state B going back to state A. This way, the sprite sheet can be swapped out after the animation completes for each state, and be replaced with the other sprite image.
List Sprite Sheet | Grid Sprite Sheet |
---|---|
// Animate the sprited view.
[_animationView startAnimatingWithCompletion:^(BOOL finished) {
// When animation completes, toggle image.
_toggle = !_toggle;
UIImage *spriteImage =
[UIImage imageNamed:_toggle ? kSpriteGridImage : kSpriteListImage];
_animationView.spriteSheetImage = spriteImage;
}];
Before using Sprited Animation View, you'll need to import it:
#import "MaterialSpritedAnimationView.h"
import MaterialComponents
Integrating the spritedAnimationView
is somewhat similar to adding an UIImageView
to a view.
#import "MaterialSpritedAnimationView.h"
// Create a Sprited Animation View.
UIImage *spriteSheet = [UIImage imageNamed:@"myImage"];
MDFSpritedAnimationView *animationView =
[[MDFSpritedAnimationView alloc] initWithSpriteSheetImage:spriteSheet];
animationView.tintColor = [UIColor blueColor];
[self.view addSubview:animationView];
// To Animate.
[animationView startAnimatingWithCompletion:^(BOOL finished) {
NSLog(@"Done animating.");
}];