ios animation graphics skill
npx skills add https://github.com/fal3/claude-skills-collection --skill iOS Animation Graphics Skill
Skill 文档
iOS Animation Graphics Skill
This skill provides expertise in creating smooth animations and custom graphics for iOS applications using SwiftUI Canvas, Core Animation, and Lottie. It covers animation principles, performance considerations, and integration with Apple’s design system.
Best Practices
-
Performance First: Use lightweight animations that don’t impact scrolling or user interaction.
-
Meaningful Motion: Ensure animations enhance user experience and provide visual feedback.
-
Consistent Timing: Use standard animation durations (0.2-0.5 seconds) for familiarity.
-
Hardware Acceleration: Leverage GPU-accelerated properties for smooth animations.
-
Accessibility: Respect reduced motion preferences and provide alternatives.
-
State-Driven: Bind animations to view state for automatic updates.
Animation Guidelines
- Use SwiftUI’s built-in animation modifiers for simple transitions.
- Implement Canvas for custom drawings and complex graphics.
- Integrate Lottie for designer-created animations.
- Combine multiple animation techniques for rich interactions.
- Test animations on actual devices for performance.
- Consider different screen sizes and orientations.
Examples
Example 1: Basic SwiftUI Animations
User Prompt: “Create a button that scales and changes color when tapped using SwiftUI animations.”
Expected Output:
import SwiftUI
struct AnimatedButton: View {
@State private var isPressed = false
@State private var tapCount = 0
var body: some View {
ZStack {
Circle()
.fill(isPressed ? Color.blue : Color.red)
.frame(width: isPressed ? 120 : 100, height: isPressed ? 120 : 100)
.shadow(radius: isPressed ? 10 : 5)
.animation(.spring(response: 0.3, dampingFraction: 0.6), value: isPressed)
Text("\(tapCount)")
.font(.title)
.foregroundColor(.white)
.scaleEffect(isPressed ? 1.2 : 1.0)
.animation(.easeInOut(duration: 0.2), value: isPressed)
}
.onTapGesture {
isPressed.toggle()
tapCount += 1
// Reset after animation
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
isPressed = false
}
}
}
}
// Advanced example with multiple animations
struct ComplexAnimatedView: View {
@State private var isAnimating = false
var body: some View {
VStack(spacing: 20) {
RoundedRectangle(cornerRadius: 20)
.fill(Color.blue)
.frame(width: isAnimating ? 200 : 100, height: 100)
.rotationEffect(.degrees(isAnimating ? 360 : 0))
.offset(y: isAnimating ? -50 : 0)
.animation(.interpolatingSpring(mass: 1.0, stiffness: 100, damping: 10, initialVelocity: 0), value: isAnimating)
Button("Animate") {
isAnimating.toggle()
}
.buttonStyle(.borderedProminent)
}
.padding()
}
}
Example 2: SwiftUI Canvas for Custom Graphics
User Prompt: “Draw a custom animated waveform using SwiftUI Canvas.”
Expected Output:
import SwiftUI
struct WaveformView: View {
@State private var phase = 0.0
var body: some View {
VStack {
Canvas { context, size in
let width = size.width
let height = size.height
let centerY = height / 2
// Draw waveform
var path = Path()
path.move(to: CGPoint(x: 0, y: centerY))
for x in stride(from: 0, to: width, by: 1) {
let relativeX = x / width
let y = centerY + sin(relativeX * .pi * 4 + phase) * 30
path.addLine(to: CGPoint(x: x, y: y))
}
context.stroke(path, with: .color(.blue), lineWidth: 2)
// Draw amplitude bars
for i in 0..<10 {
let barHeight = abs(sin(phase + Double(i) * 0.5)) * 50
let barX = width * 0.1 * Double(i + 1)
let barRect = CGRect(x: barX - 2, y: centerY - barHeight/2, width: 4, height: barHeight)
context.fill(Path(barRect), with: .color(.green.opacity(0.6)))
}
}
.frame(height: 200)
.background(Color.gray.opacity(0.1))
.cornerRadius(10)
Button("Animate Wave") {
withAnimation(.linear(duration: 2).repeatForever(autoreverses: false)) {
phase += .pi * 2
}
}
.buttonStyle(.bordered)
}
.padding()
}
}
// Interactive canvas example
struct DrawingCanvas: View {
@State private var paths: [Path] = []
@State private var currentPath = Path()
@State private var isDrawing = false
var body: some View {
VStack {
Canvas { context, size in
for path in paths {
context.stroke(path, with: .color(.blue), lineWidth: 3)
}
context.stroke(currentPath, with: .color(.red), lineWidth: 3)
}
.frame(height: 300)
.background(Color.white)
.border(Color.gray, width: 1)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { value in
let point = value.location
if !isDrawing {
currentPath.move(to: point)
isDrawing = true
} else {
currentPath.addLine(to: point)
}
}
.onEnded { _ in
paths.append(currentPath)
currentPath = Path()
isDrawing = false
}
)
Button("Clear") {
paths = []
currentPath = Path()
}
.buttonStyle(.bordered)
}
.padding()
}
}
Example 3: Lottie Animation Integration
User Prompt: “Integrate a Lottie animation that plays on button tap.”
Expected Output: First, add Lottie to your project using Swift Package Manager:
import SwiftUI
import Lottie
struct LottieAnimationView: View {
@State private var isPlaying = false
@State private var animationView: LottieAnimationView?
var body: some View {
VStack(spacing: 20) {
// Lottie Animation Container
ZStack {
Color.gray.opacity(0.1)
.frame(height: 200)
.cornerRadius(10)
if let animationView = animationView {
LottieView(animationView: animationView)
.frame(height: 200)
} else {
Text("Loading animation...")
.foregroundColor(.secondary)
}
}
HStack(spacing: 20) {
Button(action: {
playAnimation()
}) {
Label("Play", systemImage: "play.fill")
}
.buttonStyle(.borderedProminent)
.disabled(isPlaying)
Button(action: {
stopAnimation()
}) {
Label("Stop", systemImage: "stop.fill")
}
.buttonStyle(.bordered)
.disabled(!isPlaying)
}
}
.padding()
.onAppear {
loadAnimation()
}
}
private func loadAnimation() {
// Load animation from bundle (you would add the JSON file to your project)
if let animation = LottieAnimation.named("celebration") {
animationView = LottieAnimationView(animation: animation)
animationView?.loopMode = .playOnce
}
}
private func playAnimation() {
isPlaying = true
animationView?.play { _ in
isPlaying = false
}
}
private func stopAnimation() {
animationView?.stop()
isPlaying = false
}
}
// UIViewRepresentable wrapper for Lottie
struct LottieView: UIViewRepresentable {
let animationView: LottieAnimationView
func makeUIView(context: Context) -> UIView {
let view = UIView()
view.addSubview(animationView)
animationView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
animationView.topAnchor.constraint(equalTo: view.topAnchor),
animationView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
animationView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
animationView.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
// Update if needed
}
}
// Alternative: Using Lottie with SwiftUI state
struct StatefulLottieView: View {
@State private var play = false
var body: some View {
VStack {
LottieView(animation: .named("loading"))
.playbackMode(.playing(.toProgress(1, loopMode: .loop)))
.frame(height: 100)
Button("Toggle Animation") {
play.toggle()
}
.buttonStyle(.bordered)
}
}
}
Example 4: Core Animation with UIViewRepresentable
User Prompt: “Create a UIViewRepresentable that uses Core Animation for a rotating gradient border.”
Expected Output:
import SwiftUI
import UIKit
struct RotatingGradientBorder: View {
@State private var isAnimating = false
var body: some View {
ZStack {
GradientBorderView(isAnimating: $isAnimating)
.frame(width: 150, height: 150)
Button(action: {
isAnimating.toggle()
}) {
Text(isAnimating ? "Stop" : "Start")
.foregroundColor(.white)
.padding()
.background(Color.blue.opacity(0.8))
.cornerRadius(10)
}
}
}
}
struct GradientBorderView: UIViewRepresentable {
@Binding var isAnimating: Bool
func makeUIView(context: Context) -> UIView {
let view = UIView()
view.backgroundColor = .clear
// Create gradient layer
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [UIColor.red.cgColor, UIColor.blue.cgColor, UIColor.green.cgColor, UIColor.red.cgColor]
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = CGPoint(x: 1, y: 1)
gradientLayer.frame = view.bounds
// Create shape layer for border
let shapeLayer = CAShapeLayer()
shapeLayer.lineWidth = 4
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.path = UIBezierPath(roundedRect: view.bounds.insetBy(dx: 2, dy: 2), cornerRadius: 20).cgPath
// Mask gradient with shape
gradientLayer.mask = shapeLayer
// Add rotation animation
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotationAnimation.fromValue = 0
rotationAnimation.toValue = CGFloat.pi * 2
rotationAnimation.duration = 2.0
rotationAnimation.repeatCount = .infinity
context.coordinator.animation = rotationAnimation
context.coordinator.gradientLayer = gradientLayer
view.layer.addSublayer(gradientLayer)
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
if isAnimating {
context.coordinator.gradientLayer?.add(context.coordinator.animation!, forKey: "rotation")
} else {
context.coordinator.gradientLayer?.removeAnimation(forKey: "rotation")
}
}
func makeCoordinator() -> Coordinator {
Coordinator()
}
class Coordinator {
var animation: CABasicAnimation?
var gradientLayer: CAGradientLayer?
}
}
// Advanced Core Animation example
struct ParticleSystemView: UIViewRepresentable {
func makeUIView(context: Context) -> UIView {
let view = UIView()
// Create particle emitter
let emitter = CAEmitterLayer()
emitter.emitterPosition = CGPoint(x: 200, y: 100)
emitter.emitterSize = CGSize(width: 10, height: 10)
emitter.emitterShape = .circle
// Create particle cell
let cell = CAEmitterCell()
cell.birthRate = 50
cell.lifetime = 2.0
cell.velocity = 100
cell.velocityRange = 50
cell.emissionRange = .pi * 2
cell.scale = 0.1
cell.scaleRange = 0.05
cell.contents = UIImage(systemName: "star.fill")?.cgImage
cell.color = UIColor.blue.cgColor
emitter.emitterCells = [cell]
view.layer.addSublayer(emitter)
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
// Update if needed
}
}
Example 5: Matched Geometry Effect
User Prompt: “Implement a hero transition between two views using SwiftUI’s matchedGeometryEffect.”
Expected Output:
import SwiftUI
struct HeroTransitionView: View {
@State private var selectedItem: Item?
@Namespace private var namespace
let items = [
Item(id: 1, title: "Mountain", imageName: "mountain", description: "A beautiful mountain landscape"),
Item(id: 2, title: "Ocean", imageName: "ocean", description: "Peaceful ocean waves"),
Item(id: 3, title: "Forest", imageName: "forest", description: "Lush green forest")
]
var body: some View {
ZStack {
if let selectedItem = selectedItem {
DetailView(item: selectedItem, namespace: namespace)
.onTapGesture {
withAnimation(.spring()) {
self.selectedItem = nil
}
}
} else {
GridView(items: items, selectedItem: $selectedItem, namespace: namespace)
}
}
}
}
struct GridView: View {
let items: [Item]
@Binding var selectedItem: Item?
let namespace: Namespace.ID
var body: some View {
ScrollView {
LazyVGrid(columns: [GridItem(.adaptive(minimum: 150))], spacing: 16) {
ForEach(items) { item in
GridItemView(item: item, namespace: namespace)
.onTapGesture {
withAnimation(.spring()) {
selectedItem = item
}
}
}
}
.padding()
}
}
}
struct GridItemView: View {
let item: Item
let namespace: Namespace.ID
var body: some View {
VStack {
Image(item.imageName)
.resizable()
.aspectRatio(contentMode: .fill)
.frame(height: 100)
.clipped()
.cornerRadius(8)
.matchedGeometryEffect(id: item.id, in: namespace)
Text(item.title)
.font(.caption)
.foregroundColor(.primary)
}
.background(Color.white)
.cornerRadius(8)
.shadow(radius: 2)
}
}
struct DetailView: View {
let item: Item
let namespace: Namespace.ID
var body: some View {
VStack {
Spacer()
Image(item.imageName)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(maxHeight: 300)
.clipped()
.cornerRadius(16)
.matchedGeometryEffect(id: item.id, in: namespace)
.padding()
Text(item.title)
.font(.largeTitle)
.foregroundColor(.primary)
Text(item.description)
.font(.body)
.foregroundColor(.secondary)
.multilineTextAlignment(.center)
.padding()
Spacer()
}
.background(Color.white)
.edgesIgnoringSafeArea(.all)
}
}
struct Item: Identifiable {
let id: Int
let title: String
let imageName: String
let description: String
}
Note: For the image examples above, you would need to add actual images to your asset catalog or use system images.