JDAnimationKit alternatives and similar libraries
Based on the "Animation" category.
Alternatively, view JDAnimationKit alternatives based on common mentions on social networks and blogs.
-
Pop
DISCONTINUED. An extensible iOS and OS X animation library, useful for physics-based interactions. -
IBAnimatable
Design and prototype customized UI, interaction, navigation, transition and animation for App Store ready Apps in Interface Builder with IBAnimatable. -
Keyframes
DISCONTINUED. A library for converting Adobe AE shape based animations to a data format and play it back on Android and iOS devices. -
EasyAnimation
A Swift library to take the power of UIView.animateWithDuration(_:, animations:...) to a whole new level - layers, springs, chain-able animations and mixing view and layer animations together! -
ZoomTransitioning
ZoomTransitioning provides a custom transition with image zooming animation and swiping the screen edge. -
AHDownloadButton
Customizable download button with progress and transition animations. It is based on Apple's App Store download button. -
SamuraiTransition
SamuraiTransition is an open source Swift based library providing a collection of ViewController transitions featuring a number of neat “cutting” animations. -
CCMRadarView
CCMRadarView uses the IBDesignable tools to make an easy customizable radar view with animation -
ADPuzzleAnimation
Inspired by Fabric - Answers animation. Allows to "build" given view with pieces. Allows to "destroy" given view into pieces
InfluxDB - Purpose built for real-time analytics at any scale.
* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
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README
JDAnimationKit is designed to be extremely easy to use. You can animate your UI withe less lines of code. This library use internally POP framework, an extensible iOS and OS X animation library, useful for physics-based interactions.
Supported OS & SDK Versions
- iOS 8.0+
- Swift 3 (JDAnimationKit 1.0.x), Swift 2.3 (JDAnimationKit 1.1.x)
Demo
Installation
JDAnimationKit is available through CocoaPods. To install it, simply add the following line to your Podfile:
pod "JDAnimationKit"
Note: Due to CocoaPods/CocoaPods#4420 issue there is problem with compiling project with Xcode 7.1 and CocoaPods v0.39.0. However there is a temporary workaround for this: Add next lines to the end of your Podfile
post_install do |installer|
`find Pods -regex 'Pods/pop.*\\.h' -print0 | xargs -0 sed -i '' 's/\\(<\\)pop\\/\\(.*\\)\\(>\\)/\\"\\2\\"/'`
end
To install manually the JDAnimationKit class in an app, just drag the JDAnimationKit.swift
class file (demo files and assets are not needed) into your project. Also you need to install facebook-pop. Or add bridging header if you are using CocoaPods.
Usage
Import JDAnimationKit in proper place.
import JDAnimationKit
You can animate CALayers and UIViews (and subclasses). Only you add the animation you want after element.
self.squareView.rotateTo(90)
If you want mutiple animation at one time.
self.squareView.rotateTo(90).moveXBy(50).opacityTo(0)
All methods have got more arguments with default values. You don't need indicate all, only the params that your need.
self.squareView.rotateTo(90).moveXBy(50, delay: 2.0, timing: .EaseIn)
Configure your animations
You can adjust the parameters of your animations:
-> duration : Double
Indicate the duration of animation (Default: 0.5)
-> spring : Bool
Indicate if apply physics effects to animate (Default: false)
-> springConfig : JDSpringConfig (struct)
If spring
property is true
, configure the physics params (bounciness
and speed
) (Default: bounciness: 10, speed: 10)
-> timing : JDTimingFunction (enum)
The animation-timing-function specifies the speed curve of an animation (Default: .None)
Values:
- EaseIn
- EaseOut
- EaseInOut
- Linear
- None
-> delay : Double
You can execute the animation after X seconds. (Default: 0)
-> key : String
Identify the animation
Anchoring
The anchor point represents the point from which certain coordinates originate. The anchor point is one of several properties that you specify using the unit coordinate system. Core Animation uses unit coordinates to represent properties whose values might change when the layer’s size changes. You can think of the unit coordinates as specifying a percentage of the total possible value. Every coordinate in the unit coordinate space has a range of 0.0 to 1.0. For example, along the x-axis, the left edge is at the coordinate 0.0 and the right edge is at the coordinate 1.0.
You can set the anchor point with this code:
self.squareView.changeAnchorPoint(0, y: 0)
Callback
If you want to get animations callbacks or if you want to run code after an animation finishes, you are supposed to call didStopAnimation or didStartAnimation block.
self.squareView.scaleTo(2, scaleY: 2).didStartAnimation { (node, key, finished, error) -> Void in
}
self.squareView.scaleTo(2, scaleY: 2).didStopAnimation { (node, key, finished, error) -> Void in
}
Chainable Animations
self.squareView.moveXTo(100)
self.squareView.moveYTo(100)
self.squareView.moveTo(100, y: 100)
self.squareView.moveXBy(100)
self.squareView.moveYBy(50)
self.squareView.moveBy(100, deltaY: 50)
self.squareView.scaleXTo(2)
self.squareView.scaleYTo(2)
self.squareView.scaleTo(2, scaleY: 2)
self.squareView.opacityTo(0)
self.squareView.rotateTo(90)
self.squareView.changeBounds(bounds) //let bounds: CGRect
self.squareView.changeBgColor(green) //let green: UIColor
Author
- Jelly Development
- Juanpe Catalán, [email protected]
- David López Carrascal, [email protected]
License
JDAnimationKit is available under the MIT license. See the LICENSE file for more info.
*Note that all licence references and agreements mentioned in the JDAnimationKit README section above
are relevant to that project's source code only.