- [Instructor] For these next two sections,…we're going to be using more coordinate math…so I think this is a good time to start an AnimationManager…to make our lives a bit easier.…Let's go back into our Xcode project,…select the Animation subfolder,…right click and select new file.…We want this to be a Swift File.…We'll name this AnimationManager and hit Create.…Now all we need for now is to get some screen positions…so we don't have to manually calculate…the ones we use most often.…
This is a good practice in general…and will really help us with our key frame…and auto layout animations.…First thing we're going to do is replace the import Foundation…with import UIKit and initialize the class.…Inside our class, the first thing we need to get…is the screen bounds of whatever device…our app is running on.…I'm going to add a comment in here Calculated screen bounds…and we're going to make this variable…and all our screen positions computed class properties…so we don't need to initialize an AnimationManager instance…
- How animations fit into the view controller lifecycle
- Writing simple view animations
- Making use of animation options
- Adding spring animations
- Working with keyframes
- Using calculation modes
- Animating constraint values
Skill Level Intermediate
1. Getting Started
Starter project review1m 45s
2. Animation Basics
3. Springs and Transitions
4. Working with Keyframes
5. Auto Layout and Beyond
Next steps1m 1s
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