[Download the full Xcode project from GitHub.]
In this series of posts, “Basic animation, Auto Layout, and view geometry – Part X,” we’re learning about basic animation in several steps. In the first post on Monday, “Basic animation, Auto Layout, and view geometry – Part 1,” we covered setting up a storyboard scene using Auto Layout. In yesterday’s post, “Basic animation, Auto Layout, and view geometry – Part 2,” we used some basic UIView geometry to play with shapes and sizes and we drew on the iPhone screen. Today, we’ll be writing the code to explore iOS animation capabilities. I started writing code yesterday in Swift 3.0, but will later be providing Objective-C versions. I’ll make all the source code available to y’all on GitHub as we move forward. Tomorrow, we’ll start tying parts 1, 2, and 3 together and explaining all the details.
NOTE: The iOS skill level required herein is “beginner” to “intermediate.” One of the purposes of this blog is to help aspiring new iOS developers get started on the right foot. For all you seasoned (or “advanced”) developers out there, I encourage you to stick with this blog as we’ll be covering very complex iOS scenarios too. Everyone can benefit from these articles, including myself, by getting your feedback.
Let’s start with some iOS “block animation,” the simplest and easiest (yet very powerful) means of animating UIView objects. The UIKit framework provides a clean infrastructure for animations. According to Apple:
Continue reading “Basic animation, Auto Layout, and view geometry – Part 3”