fixiing broken animations on waves
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@@ -36,7 +36,8 @@ struct InnerCircleView: View {
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.blur(radius:2)
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.offset(x: self.animateWaves ? -1*universalSize.width : 0)
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.animation(
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Animation.linear(duration: 20).repeatForever(autoreverses: false)
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Animation.linear(duration: 20).repeatForever(autoreverses: false),
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value: self.animateWaves
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)
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getWave(peakPercentage: 0.2, troughPercentage: 0.75, peakAltercation: baseLineY - 50, troughAltercation: baseLineY + 100)
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@@ -44,7 +45,8 @@ struct InnerCircleView: View {
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.blur(radius:2)
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.offset(x: self.animateWaves ? -1*universalSize.width : 0)
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.animation(
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Animation.linear(duration: 10).repeatForever(autoreverses: false)
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Animation.linear(duration: 10).repeatForever(autoreverses: false),
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value: self.animateWaves
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)
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getWave(peakPercentage: 0.25, troughPercentage: 0.75, peakAltercation: baseLineY + 70, troughAltercation: baseLineY - 100)
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@@ -52,7 +54,8 @@ struct InnerCircleView: View {
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.blur(radius:2)
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.offset(x: self.animateWaves ? -1*universalSize.width : 0)
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.animation(
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Animation.linear(duration: 12).repeatForever(autoreverses: false)
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Animation.linear(duration: 12).repeatForever(autoreverses: false),
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value: self.animateWaves
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)
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}
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@@ -219,7 +222,7 @@ struct InnerCircleView: View {
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// magic variables for grid
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// TODO: change the number of columns based on the number of items
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private static var numberOfItems: Int = 20
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private static var numberOfItems: Int = 5
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private static let size: CGFloat = UIScreen.main.bounds.height*0.15 // scaling with screen size
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private static let spacingBetweenColumns: CGFloat = 0
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private static let spacingBetweenRows: CGFloat = 0
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