/
FaceAnimators.swift
372 lines (305 loc) · 11.3 KB
/
FaceAnimators.swift
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/*
Copyright (C) 2016 Apple Inc. All Rights Reserved.
See LICENSE.txt for this sample’s licensing information
Abstract:
Animators that run through different facial expressions.
*/
import UIKit
/**
A face animator manipulates the supplied face view in an entertaining way.
Each animator can only begin it's work when `start()` is called. And once
`stop()` is called, the animator must begin cleaning itself up and call the
`doneCallback` once any latent animations or pauses are complete.
Once stopped, an animator MUST NOT manipulate the face view.
The face view ensures that only one animator is active at a time.
*/
protocol FaceAnimator: class {
/// Starts the animator.
func start()
/// Requests to stop the animator. Calls the `doneCallback` when the animator is really done.
func stop(doneCallback: @escaping () -> ())
}
class NeutralFaceAnimator: FaceAnimator {
weak var faceView: FaceView?
init(faceView: FaceView) {
self.faceView = faceView
}
func start() {
faceView?.image = #imageLiteral(resourceName: "neutral1")
running = true
planToBlink()
planToNod()
}
func stop(doneCallback: @escaping () -> ()) {
running = false
if nodding {
whenDoneNodding = doneCallback
}
else {
whenDoneNodding = nil
doneCallback()
}
}
func planToBlink() {
let timeUntilBlink = randomInterval(lowerBound: 1, upperBound: 4)
after(timeUntilBlink) {
guard self.running, let faceView = self.faceView else { return }
faceView.image = #imageLiteral(resourceName: "neutral2")
self.planToUnblink()
}
}
func planToUnblink() {
let timeUntilUnblink = randomInterval(lowerBound: 0.05, upperBound: 0.15)
after(timeUntilUnblink) {
guard self.running, let faceView = self.faceView else { return }
faceView.image = #imageLiteral(resourceName: "neutral1")
self.planToBlink()
}
}
func planToNod() {
let timeUntilNod = randomInterval(lowerBound: 1, upperBound: 6)
after(timeUntilNod) {
self.nod()
}
}
func nod() {
guard self.running, let faceView = self.faceView else { return }
self.nodding = true
let nod = CGAffineTransform(rotationAngle: flipACoin() ? 0.1 : -0.1)
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = nod
}) { _ in
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = .identity
}, completion: { _ in
self.nodding = false
if self.whenDoneNodding != nil {
self.cleanup()
}
else {
self.planToNod()
}
})
}
}
func cleanup() {
running = false
whenDoneNodding?()
whenDoneNodding = nil
}
private var running = false
private var nodding = false
private var whenDoneNodding: (() -> ())?
}
class LaughingFaceAnimator: FaceAnimator {
weak var faceView: FaceView?
init(faceView: FaceView) {
self.faceView = faceView
}
func start() {
running = true
executeAnimation()
}
func stop(doneCallback: @escaping () -> ()) {
if running {
whenDoneRunning = doneCallback
}
else {
whenDoneRunning = nil
running = false
doneCallback()
}
}
func executeAnimation() {
guard let faceView = faceView else { cleanup(); return }
faceView.image = #imageLiteral(resourceName: "laughstart")
after(0.8) {
UIView.animate(withDuration: 1, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(translationX: 0, y: -40)
}) { _ in
UIView.animate(withDuration: 0.5, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(translationX: 0, y: 3)
}) { _ in
self.giggleUntilToldToStop()
}
}
}
}
var lastTiltAdjustment: CGFloat = 1
func giggleUntilToldToStop() {
guard running, let faceView = faceView else { cleanup(); return }
faceView.image = #imageLiteral(resourceName: "laughtears")
UIView.animate(withDuration: 0.1, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(scaleX: 1, y: 0.95).rotated(by: 0.1 * self.lastTiltAdjustment)
}) { _ in
UIView.animate(withDuration: 0.1, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(rotationAngle: 0.1 * -self.lastTiltAdjustment)
}) { _ in
if self.whenDoneRunning != nil {
self.cleanup()
}
else {
self.giggleUntilToldToStop()
}
}
}
}
func cleanup() {
UIView.animate(withDuration: 0.3, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
self.faceView?.transform = CGAffineTransform()
}) { _ in
self.running = false
self.whenDoneRunning?()
self.whenDoneRunning = nil
}
}
private var running = false
private var whenDoneRunning: (() -> ())?
}
class ConfusedFaceAnimator: FaceAnimator {
weak var faceView: FaceView?
init(faceView: FaceView) {
self.faceView = faceView
}
func start() {
running = true
blocking = true
executeAnimation()
}
func stop(doneCallback: @escaping () -> ()) {
running = false
if blocking {
whenDoneRunning = doneCallback
}
else {
whenDoneRunning = nil
running = false
doneCallback()
}
}
func executeAnimation() {
guard running, let faceView = faceView else { cleanup(); return }
UIView.animate(withDuration: 1, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(scaleX: 0.90, y: 1)
}) { _ in
faceView.image = #imageLiteral(resourceName: "confused")
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 0.3, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform()
}) { _ in
self.blocking = false
if self.whenDoneRunning != nil {
self.cleanup()
}
else {
self.planToNod()
}
}
}
}
func planToNod() {
let timeUntilNod = randomInterval(lowerBound: 2, upperBound: 5)
after(timeUntilNod) {
guard self.running, let faceView = self.faceView else { self.cleanup(); return }
let nod = CGAffineTransform(rotationAngle:flipACoin() ? 0.1 : -0.1)
self.blocking = true
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = nod
}) { _ in
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = .identity
}, completion: { _ in
self.blocking = false
if self.whenDoneRunning != nil {
self.cleanup()
}
else {
self.planToNod()
}
})
}
}
}
func cleanup() {
running = false
whenDoneRunning?()
whenDoneRunning = nil
}
private var running = false
private var blocking = false
private var whenDoneRunning: (() -> ())?
}
class AnnoyedFaceAnimator: FaceAnimator {
weak var faceView: FaceView?
init(faceView: FaceView) {
self.faceView = faceView
}
func start() {
running = true
blocking = true
executeAnimation()
}
func stop(doneCallback: @escaping () -> ()) {
running = false
if blocking {
whenDoneRunning = doneCallback
}
else {
whenDoneRunning = nil
running = false
doneCallback()
}
}
func executeAnimation() {
guard running, let faceView = faceView else { cleanup(); return }
UIView.animate(withDuration: 1, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform(scaleX: 1, y: 0.9)
}) { _ in
after(0.5) {
guard self.running, let faceView = self.faceView else { self.cleanup(); return }
faceView.image = #imageLiteral(resourceName: "annoyed")
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 0.3, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = CGAffineTransform()
}) { _ in
self.blocking = false
if self.whenDoneRunning != nil {
self.cleanup()
}
else {
self.planToNod()
}
}
}
}
}
func planToNod() {
let timeUntilNod = randomInterval(lowerBound: 2, upperBound: 5)
after(timeUntilNod) {
guard self.running, let faceView = self.faceView else { self.cleanup(); return }
let nod = CGAffineTransform(translationX: (flipACoin() ? 6 : -6), y: 0)
self.blocking = true
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = nod
}) { _ in
UIView.animate(withDuration: 0.2, delay: 0, options: [.beginFromCurrentState, .allowUserInteraction], animations: {
faceView.transform = .identity
}, completion: { _ in
self.blocking = false
if self.whenDoneRunning != nil {
self.cleanup()
}
else {
self.planToNod()
}
})
}
}
}
func cleanup() {
running = false
whenDoneRunning?()
whenDoneRunning = nil
}
private var running = false
private var blocking = false
private var whenDoneRunning: (() -> ())?
}