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@erica
Last active February 3, 2018 23:07
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import UIKit
import PlaygroundSupport
// https://gist.github.com/erica/6f13f3043a330359c035e7660f3fe7f5
// Original Video: https://www.youtube.com/watch?v=TTmWUSgNOHk
// Video: https://www.youtube.com/watch?v=hmAB3WJOQTU
// Video: https://www.youtube.com/watch?v=DWtavuvmKdw (with zoom and fade)
// String to animate and its attributes
var string = "Hello, playground"
let attributes: [String: Any] = [
NSForegroundColorAttributeName: UIColor.black,
NSFontAttributeName: UIFont.boldSystemFont(ofSize: 32)]
let storage = NSTextStorage(string: string, attributes: attributes)
let fullSize = storage.size()
// Build a view to animate over
let heightCount: CGFloat = 15
var horizontalOffset: CGFloat = 50
let viewSize = CGSize(
width: fullSize.width + 2 * horizontalOffset, // 50 point padding
height: fullSize.height * heightCount) // string height * count = view height
let view = UIView(frame: CGRect(origin:.zero, size: viewSize))
view.backgroundColor = UIColor.white
let destinationY = fullSize.height * (heightCount - 1) / 2
// Layout manager provides glyph geometry
let layoutManager = NSLayoutManager()
layoutManager.addTextContainer(NSTextContainer(size: CGRect.infinite.size))
layoutManager.textStorage = storage
let glyphCount = Int(layoutManager.numberOfGlyphs)
// Fetch individual attributed characters
let attributedCharacters = (0 ..< glyphCount)
.map({ storage.attributedSubstring(from: NSMakeRange($0, 1)) })
// Pretty colors within 25% - 75% brightness
func randomColor() -> UIColor {
func random() -> CGFloat { return 0.25 + 0.5 * CGFloat(arc4random()) / CGFloat(UInt32.max) }
return UIColor(red: random(), green: random(), blue: random(), alpha: 1)
}
// Animate each character into place
let format = UIGraphicsImageRendererFormat()
attributedCharacters.enumerated().forEach({ (idx, char) in
let colorChar: NSMutableAttributedString = char.mutableCopy() as! NSMutableAttributedString
colorChar.addAttribute(NSForegroundColorAttributeName, value: randomColor(), range: NSMakeRange(0, 1))
let chSize = char.size(); defer { horizontalOffset += chSize.width }
// Create an character image
let renderer = UIGraphicsImageRenderer(size: chSize, format: format)
let characterImage = renderer.image { context in colorChar.draw(at: .zero) }
// Animation from p1 to p2
let p1 = CGPoint(x: horizontalOffset, y: viewSize.height + 100)
let p2 = CGPoint(x: horizontalOffset, y: destinationY)
let destination = CGRect(origin: p2, size: chSize)
// Construct UIImageView
let characterView = UIImageView(frame: CGRect(origin: p1, size: chSize))
characterView.image = characterImage; characterView.alpha = 0.0
view.addSubview(characterView)
// Animate, with an 0.1 sec delay between each, increase
// this to slow down the animation
UIView.animate(withDuration: 1.5, // time for full letter transit
delay: Double(idx) * 0.1, // letter to letter delay
usingSpringWithDamping: 0.6, // slowing down
initialSpringVelocity: 0.5, // initial speed
options: [],
animations: { characterView.frame = destination; characterView.alpha = 1.0 },
completion: nil)
})
PlaygroundPage.current.liveView = view
PlaygroundPage.current.needsIndefiniteExecution = true
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