# CAAnimation
# Animate a view from one position to another.
# Objective-C
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position.x"];
animation.fromValue = @0;
animation.toValue = @320;
animation.duration = 1;
[_label.layer addAnimation:animation forKey:@"basic"];
# Swift
let animation = CABasicAnimation(keyPath: "position.x")
animation.fromValue = NSNumber(value: 0.0)
animation.toValue = NSNumber(value: 320.0)
_label.layer.addAnimation(animation, forKey: "basic")
The view will move from 0 to 320 horizontally. if you want to Move view to Vertically just replace keypath like this:
"position.y"
# Animate View - Toss
# OBJECTIVE-C
CATransition* transition = [CATransition animation];
transition.startProgress = 0;
transition.endProgress = 1.0;
transition.type = @"flip";
transition.subtype = @"fromLeft";
transition.duration = 0.8;
transition.repeatCount = 5;
[_label.layer addAnimation:transition forKey:@"transition"];
# SWIFT
var transition = CATransition()
transition.startProgress = 0
transition.endProgress = 1.0
transition.type = "flip"
transition.subtype = "fromLeft"
transition.duration = 0.8
transition.repeatCount = 5
label.layer.addAnimation(transition, forKey: "transition")
# Revolve View
CGRect boundingRect = CGRectMake(-150, -150, 300, 300);
CAKeyframeAnimation *orbit = [CAKeyframeAnimation animation];
orbit.keyPath = @"position";
orbit.path = CFAutorelease(CGPathCreateWithEllipseInRect(boundingRect, NULL));
orbit.duration = 4;
orbit.additive = YES;
orbit.repeatCount = HUGE_VALF;
orbit.calculationMode = kCAAnimationPaced;
orbit.rotationMode = kCAAnimationRotateAuto;
[_label.layer addAnimation:orbit forKey:@"orbit"];
# Shake View
Objective-C
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position.x"];
animation.values = @[ @0, @10, @-10, @10, @0 ];
animation.keyTimes = @[ @0, @(1 / 6.0), @(3 / 6.0), @(5 / 6.0), @1 ];
animation.duration = 0.4;
animation.additive = YES;
[_label.layer addAnimation:animation forKey:@"shake"];
Swift 3
let animation = CAKeyframeAnimation(keyPath: "position.x")
animation.values = [ 0, 10, -10, 10, 0 ]
animation.keyTimes = [ 0, NSNumber(value: (1 / 6.0)), NSNumber(value: (3 / 6.0)), NSNumber(value: (5 / 6.0)), 1 ]
animation.duration = 0.4
animation.isAdditive = true
label.layer.add(animation, forKey: "shake")
# Push View Animation
# Objective C
CATransition *animation = [CATransition animation];
[animation setSubtype:kCATransitionFromRight];//kCATransitionFromLeft
[animation setDuration:0.5];
[animation setType:kCATransitionPush];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[yourView layer] addAnimation:animation forKey:@"SwitchToView1"];
# Swift
let animation = CATransition()
animation.subtype = kCATransitionFromRight//kCATransitionFromLeft
animation.duration = 0.5
animation.type = kCATransitionPush
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
yourView.layer.addAnimation(animation, forKey: "SwitchToView1")
# Remarks
CAAnimation is an abstract animation class. It provides the basic support for the CAMediaTiming and CAAction protocols. To animate Core Animation layers or Scene Kit objects, create instances of the concrete subclasses CABasicAnimation, CAKeyframeAnimation, CAAnimationGroup, or CATransition.
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