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2d sprite animation with swift
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import UIKit | |
class ViewController: UIViewController { | |
@IBOutlet weak var animView: UIImageView! | |
override func viewDidLoad() { | |
super.viewDidLoad() | |
// Do any additional setup after loading the view, typically from a nib. | |
animView.setAnimSpritesheet("player.png", rows: 3, cols: 7, fps: 12) | |
animView.animationRepeatCount = 0; | |
animView.startAnimating() | |
} | |
override func didReceiveMemoryWarning() { | |
super.didReceiveMemoryWarning() | |
// Dispose of any resources that can be recreated. | |
} | |
} | |
typealias ImageData = CIImage | |
extension UIImageView { | |
func setAnimSpritesheet(fileName:String, rows:Int, cols:Int, fps:Int) -> Void { | |
if (rows > 0 && cols > 0) { | |
if let src:UIImage = UIImage(named:fileName)! { | |
if let ci_src:ImageData = ImageData.init(image: src)! { | |
let context = CIContext(options:nil) | |
let regionW:Int = Int(Int(src.size.width)/cols) | |
let regionH:Int = Int(Int(src.size.height)/rows) | |
var x = 0, y = 0 | |
var regs:[UIImage] = [UIImage]() | |
if (regionH > 0 && regionW > 0) { | |
for _ in 1 ... rows { | |
for _ in 1 ... cols { | |
let cgimg = context.createCGImage(ci_src, fromRect: CGRect(x: x, y: y, width: regionW, height: regionH)) | |
let uiimg = UIImage.init(CGImage: cgimg) | |
regs.append(uiimg) | |
x += regionW | |
} | |
x = 0 | |
y += regionH | |
} | |
self.animationImages = regs | |
let totalFrames = rows*cols | |
let dur:Double = Double(totalFrames)/Double(fps) | |
self.animationDuration = dur | |
} | |
self.image = regs.last | |
} | |
} | |
} | |
} | |
} |
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