swiftUI 如何制作气泡效果?
swiftUI how to create bubble effect?
尝试了几种方法让气泡效果从下往上移动
我可以将它从底部移到顶部。但是我做不出泡泡效果
@State private var bouncing = true
var body: some View {
Image("bubble").resizable()
.aspectRatio(contentMode: .fit)
.frame(height: 40)
.frame(maxHeight: .infinity, alignment: bouncing ? .bottom : .top)
.animation(Animation.easeInOut(duration: 5.0).repeatForever(autoreverses: false))
.onAppear {
self.bouncing.toggle()
}
}
这是我要找的简单泡泡动画。
import SwiftUI
struct MyParentView: View {
@State var replay: Bool = false
var body: some View {
ZStack{
Color.blue.opacity(0.8)
BubbleEffectView(replay: $replay)
VStack{
Spacer()
Button(action: {
replay.toggle()
}, label: {Text("replay")}).foregroundColor(.red)
}
}
}
}
struct BubbleEffectView: View {
@StateObject var viewModel: BubbleEffectViewModel = BubbleEffectViewModel()
@Binding var replay: Bool
var body: some View {
GeometryReader{ geo in
ZStack{
//Show bubble views for each bubble
ForEach(viewModel.bubbles){bubble in
BubbleView(bubble: bubble)
}
}.onChange(of: replay, perform: { _ in
viewModel.addBubbles(frameSize: geo.size)
})
.onAppear(){
//Set the initial position from frame size
viewModel.viewBottom = geo.size.height
viewModel.addBubbles(frameSize: geo.size)
}
}
}
}
class BubbleEffectViewModel: ObservableObject{
@Published var viewBottom: CGFloat = CGFloat.zero
@Published var bubbles: [BubbleViewModel] = []
private var timer: Timer?
private var timerCount: Int = 0
@Published var bubbleCount: Int = 50
func addBubbles(frameSize: CGSize){
let lifetime: TimeInterval = 2
//Start timer
timerCount = 0
if timer != nil{
timer?.invalidate()
}
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { (timer) in
let bubble = BubbleViewModel(height: 10, width: 10, x: frameSize.width/2, y: self.viewBottom, color: .white, lifetime: lifetime)
//Add to array
self.bubbles.append(bubble)
//Get rid if the bubble at the end of its lifetime
Timer.scheduledTimer(withTimeInterval: bubble.lifetime, repeats: false, block: {_ in
self.bubbles.removeAll(where: {
[=10=].id == bubble.id
})
})
if self.timerCount >= self.bubbleCount {
//Stop when the bubbles will get cut off by screen
timer.invalidate()
self.timer = nil
}else{
self.timerCount += 1
}
}
}
}
struct BubbleView: View {
//If you want to change the bubble's variables you need to observe it
@ObservedObject var bubble: BubbleViewModel
@State var opacity: Double = 0
var body: some View {
Circle()
.foregroundColor(bubble.color)
.opacity(opacity)
.frame(width: bubble.width, height: bubble.height)
.position(x: bubble.x, y: bubble.y)
.onAppear {
withAnimation(.linear(duration: bubble.lifetime)){
//Go up
self.bubble.y = -bubble.height
//Go sideways
self.bubble.x += bubble.xFinalValue()
//Change size
let width = bubble.yFinalValue()
self.bubble.width = width
self.bubble.height = width
}
//Change the opacity faded to full to faded
//It is separate because it is half the duration
DispatchQueue.main.asyncAfter(deadline: .now()) {
withAnimation(.linear(duration: bubble.lifetime/2).repeatForever()) {
self.opacity = 1
}
}
DispatchQueue.main.asyncAfter(deadline: .now()) {
withAnimation(Animation.linear(duration: bubble.lifetime/4).repeatForever()) {
//Go sideways
//bubble.x += bubble.xFinalValue()
}
}
}
}
}
class BubbleViewModel: Identifiable, ObservableObject{
let id: UUID = UUID()
@Published var x: CGFloat
@Published var y: CGFloat
@Published var color: Color
@Published var width: CGFloat
@Published var height: CGFloat
@Published var lifetime: TimeInterval = 0
init(height: CGFloat, width: CGFloat, x: CGFloat, y: CGFloat, color: Color, lifetime: TimeInterval){
self.height = height
self.width = width
self.color = color
self.x = x
self.y = y
self.lifetime = lifetime
}
func xFinalValue() -> CGFloat {
return CGFloat.random(in:-width*CGFloat(lifetime*2.5)...width*CGFloat(lifetime*2.5))
}
func yFinalValue() -> CGFloat {
return CGFloat.random(in:0...width*CGFloat(lifetime*2.5))
}
}
struct MyParentView_Previews: PreviewProvider {
static var previews: some View {
MyParentView()
}
}
尝试了几种方法让气泡效果从下往上移动
我可以将它从底部移到顶部。但是我做不出泡泡效果
@State private var bouncing = true
var body: some View {
Image("bubble").resizable()
.aspectRatio(contentMode: .fit)
.frame(height: 40)
.frame(maxHeight: .infinity, alignment: bouncing ? .bottom : .top)
.animation(Animation.easeInOut(duration: 5.0).repeatForever(autoreverses: false))
.onAppear {
self.bouncing.toggle()
}
}
这是我要找的简单泡泡动画。
import SwiftUI
struct MyParentView: View {
@State var replay: Bool = false
var body: some View {
ZStack{
Color.blue.opacity(0.8)
BubbleEffectView(replay: $replay)
VStack{
Spacer()
Button(action: {
replay.toggle()
}, label: {Text("replay")}).foregroundColor(.red)
}
}
}
}
struct BubbleEffectView: View {
@StateObject var viewModel: BubbleEffectViewModel = BubbleEffectViewModel()
@Binding var replay: Bool
var body: some View {
GeometryReader{ geo in
ZStack{
//Show bubble views for each bubble
ForEach(viewModel.bubbles){bubble in
BubbleView(bubble: bubble)
}
}.onChange(of: replay, perform: { _ in
viewModel.addBubbles(frameSize: geo.size)
})
.onAppear(){
//Set the initial position from frame size
viewModel.viewBottom = geo.size.height
viewModel.addBubbles(frameSize: geo.size)
}
}
}
}
class BubbleEffectViewModel: ObservableObject{
@Published var viewBottom: CGFloat = CGFloat.zero
@Published var bubbles: [BubbleViewModel] = []
private var timer: Timer?
private var timerCount: Int = 0
@Published var bubbleCount: Int = 50
func addBubbles(frameSize: CGSize){
let lifetime: TimeInterval = 2
//Start timer
timerCount = 0
if timer != nil{
timer?.invalidate()
}
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { (timer) in
let bubble = BubbleViewModel(height: 10, width: 10, x: frameSize.width/2, y: self.viewBottom, color: .white, lifetime: lifetime)
//Add to array
self.bubbles.append(bubble)
//Get rid if the bubble at the end of its lifetime
Timer.scheduledTimer(withTimeInterval: bubble.lifetime, repeats: false, block: {_ in
self.bubbles.removeAll(where: {
[=10=].id == bubble.id
})
})
if self.timerCount >= self.bubbleCount {
//Stop when the bubbles will get cut off by screen
timer.invalidate()
self.timer = nil
}else{
self.timerCount += 1
}
}
}
}
struct BubbleView: View {
//If you want to change the bubble's variables you need to observe it
@ObservedObject var bubble: BubbleViewModel
@State var opacity: Double = 0
var body: some View {
Circle()
.foregroundColor(bubble.color)
.opacity(opacity)
.frame(width: bubble.width, height: bubble.height)
.position(x: bubble.x, y: bubble.y)
.onAppear {
withAnimation(.linear(duration: bubble.lifetime)){
//Go up
self.bubble.y = -bubble.height
//Go sideways
self.bubble.x += bubble.xFinalValue()
//Change size
let width = bubble.yFinalValue()
self.bubble.width = width
self.bubble.height = width
}
//Change the opacity faded to full to faded
//It is separate because it is half the duration
DispatchQueue.main.asyncAfter(deadline: .now()) {
withAnimation(.linear(duration: bubble.lifetime/2).repeatForever()) {
self.opacity = 1
}
}
DispatchQueue.main.asyncAfter(deadline: .now()) {
withAnimation(Animation.linear(duration: bubble.lifetime/4).repeatForever()) {
//Go sideways
//bubble.x += bubble.xFinalValue()
}
}
}
}
}
class BubbleViewModel: Identifiable, ObservableObject{
let id: UUID = UUID()
@Published var x: CGFloat
@Published var y: CGFloat
@Published var color: Color
@Published var width: CGFloat
@Published var height: CGFloat
@Published var lifetime: TimeInterval = 0
init(height: CGFloat, width: CGFloat, x: CGFloat, y: CGFloat, color: Color, lifetime: TimeInterval){
self.height = height
self.width = width
self.color = color
self.x = x
self.y = y
self.lifetime = lifetime
}
func xFinalValue() -> CGFloat {
return CGFloat.random(in:-width*CGFloat(lifetime*2.5)...width*CGFloat(lifetime*2.5))
}
func yFinalValue() -> CGFloat {
return CGFloat.random(in:0...width*CGFloat(lifetime*2.5))
}
}
struct MyParentView_Previews: PreviewProvider {
static var previews: some View {
MyParentView()
}
}