I have 3 images, I need to implement them with animation. How i can display each image separately on the screen using a loop? help me please
class ViewController: UIViewController {
var imageArray: [UIImage] = [UIImage(named: "1")!, UIImage(named: "2")!, UIImage(named: "3")!]
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(handleTimer), userInfo: nil, repeats: false)
}
private func setImageSettings(to image: UIImage?) -> UIImageView {
let pictureParams = UIImageView(image: image)
pictureParams.frame.size = CGSize(width: 400, height: 300)
pictureParams.center = view.center
pictureParams.contentMode = .scaleAspectFit
view.addSubview(pictureParams)
return pictureParams
}
func moveImages(_ targetView: UIImageView) {
UIImageView.animate(withDuration: 2, delay: 0, options: [], animations: {targetView.frame.origin = CGPoint(x: targetView.frame.origin.x 320, y: targetView.frame.origin.y )}, completion: nil)
}
func sortImages() {
for image in imageArray{
moveImages(setImageSettings(to: image))
}
}
@objc private func handleTimer(_ sender: Timer) {
sortImages()
}
}
CodePudding user response:
Assuming you want to animate one image at a time, appearing in the middle of your view controller's view, and then moving up to the top of the view, you could change your code like this:
class ViewController: UIViewController {
var imageIndex = 0
var imageArray: [UIImage] = [UIImage(named: "1")!, UIImage(named: "2")!, UIImage(named: "3")!]
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
let timer: Timer? = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(handleTimer), userInfo: nil, repeats: true)
}
private func setImageSettings(to image: UIImage?) -> UIImageView {
let pictureParams = UIImageView(image: image)
pictureParams.frame.size = CGSize(width: 400, height: 300)
pictureParams.center = view.center
pictureParams.contentMode = .scaleAspectFit
view.addSubview(pictureParams)
return pictureParams
}
func moveImages(_ targetView: UIImageView) {
UIImageView.animate(withDuration: 2, delay: 0, options: [], animations: {targetView.frame.origin = CGPoint(x: targetView.frame.origin.x 320, y: targetView.frame.origin.y )}, completion: nil)
}
func animateImages() {
// Fetch an image from the array
let image = imageArray[imageIndex]
// Create the animation for that image
moveImages(setImageSettings(to: image))
// Move on to the next image index
imageIndex = 1
// If we are past the end of the array, stop.
if imageIndex == imagesArray.count {
timer.invalidate()
}
}
@objc private func handleTimer(_ sender: Timer) {
animateImages()
}
}