Learn how you can replicate the floating hearts feature that apps like Facebook, Instagram, Periscope using Swift and Pusher.
This article will show you how you can implement the real-time floating hearts feature on your iOS application using Swift and Pusher. If you are a user of applications like Periscope, Instagram, and Facebook, then you may have noticed they have a feature in their live streams where anytime someone likes the live content, the ‘likes ’ float on your screen.
Here is a screen recording of what we will be achieving in this tutorial using Swift and Pusher.
From the recording, you can see that when the like button is tapped, the likes float to the top and they are also replicated on another device viewing the video being played.
Now, let’s begin the journey.
Requirements
To follow along in this tutorial you will need the following things:
gem install cocoapods
.Hopefully, you have all the requirements checked off. Let’s get started.
Launch Xcode and in there create a new project. We are going to call the app streamlove (yes, it’s lame we know). When you are done with the initial setup, close Xcode and launch terminal. cd
to the root directory of your application and run pod init
. This will create a Podfile
in the root directory. Open it in your text editor and replace the code there with the following:
1platform :ios, '9.0'
2 target 'streamlove' do
3 use_frameworks!
4 pod 'PusherSwift', '~> 4.0'
5 pod 'Alamofire', '~> 4.4'
6 end
After that save and close the file and run the command pod install
. This should start installing all the dependencies required for the application we are creating. Now open the streamlove.xcworkspace
file in Xcode.
The next thing we need to do is design our applications storyboard. Open the Main.storyboard
file. We are going to add some mock views because we do not really want to implement anything on them and they are just there for the aesthetics. The main things we will focus on are the button and the background video. After designing our storyboard, this is what we hope to have:
In this storyboard, we have a button to the bottom right of the screen, and that button has an @IBAction
in the ViewController
so you will need to ctrl+drag
to make the connection between the button and the ViewController
.
This should add the @IBAction
to the ViewController
as shown below:
1@IBAction func hearted(_ sender: Any) { 2 // This function will be fired every time the button is tapped! 3 }
Next, we will create the video background that will just simulate a live stream (since creating an actual live stream falls far out of the scope of this article). Open the ViewController
file and paste the following in it:
1import UIKit
2 import PusherSwift
3 import Alamofire
4
5 class ViewController: VideoSplashViewController {
6
7 override func viewDidLoad() {
8 super.viewDidLoad()
9 loadVideoStreamSample()
10 }
11
12 private func loadVideoStreamSample() {
13 let url = NSURL.fileURL(withPath: Bundle.main.path(forResource: "video", ofType: "mp4")!)
14 self.videoFrame = view.frame
15 self.fillMode = .resizeAspectFill
16 self.alwaysRepeat = true
17 self.sound = true
18 self.startTime = 0.0
19 self.duration = 10.0
20 self.alpha = 0.7
21 self.backgroundColor = UIColor.black
22 self.contentURL = url
23 self.restartForeground = true
24 }
25
26 override var prefersStatusBarHidden: Bool {
27 return true
28 }
29
30 @IBAction func hearted(_ sender: Any) {
31 // This function will be called everytime the button is tapped!
32 }
33 }
In the first line, we have imported the libraries we will need, but mostly later in the tutorial. Now, let us focus on the others. The ViewController
extends a VideoSplashViewController
that we have not yet created. In the viewDidLoad
method we have called a method loadVideoStreamSample
and in that method, we are basically loading a video and setting some parameters for the video. These parameters will be implemented in the VideoSplashViewController
.
Now for the VideoSplashViewController
, we will be using a Swift library that is available on Github. However, because the library does not support Swift 3, we will be picking out the files we need and converting them to support Swift 3. The first one is the VideoSplashViewController. Create a new file VideoSplashViewController
that extends UIViewController
and in there paste the following:
1import UIKit
2 import MediaPlayer
3 import AVKit
4
5 public enum ScalingMode {
6 case resize
7 case resizeAspect
8 case resizeAspectFill
9 }
10
11 public class VideoSplashViewController: UIViewController {
12
13 private let moviePlayer = AVPlayerViewController()
14 private var moviePlayerSoundLevel: Float = 1.0
15
16 public var videoFrame: CGRect = CGRect()
17 public var startTime: CGFloat = 0.0
18 public var duration: CGFloat = 0.0
19 public var backgroundColor = UIColor.black { didSet { view.backgroundColor = backgroundColor } }
20 public var contentURL: URL = URL(fileURLWithPath: "") { didSet { setMoviePlayer(url: contentURL) } }
21 public var sound: Bool = true { didSet { moviePlayerSoundLevel = sound ? 1 : 0 } }
22 public var alpha: CGFloat = 1 { didSet { moviePlayer.view.alpha = alpha } }
23
24 public var alwaysRepeat: Bool = true {
25
26 didSet {
27
28 if alwaysRepeat {
29 NotificationCenter.default.addObserver(forName:.AVPlayerItemDidPlayToEndTime, object:nil, queue:nil) { [weak self] (notification) in
30 self?.playerItemDidReachEnd()
31 }
32 return
33 }
34
35 if !alwaysRepeat {
36 NotificationCenter.default.removeObserver(self, name:.AVPlayerItemDidPlayToEndTime, object: nil)
37 }
38 }
39 }
40
41 public var fillMode: ScalingMode = .resizeAspectFill {
42 didSet {
43 switch fillMode {
44 case .resize:
45 moviePlayer.videoGravity = AVLayerVideoGravityResize
46 case .resizeAspect:
47 moviePlayer.videoGravity = AVLayerVideoGravityResizeAspect
48 case .resizeAspectFill:
49 moviePlayer.videoGravity = AVLayerVideoGravityResizeAspectFill
50 }
51 }
52 }
53
54 public var restartForeground: Bool = false {
55 didSet {
56 if restartForeground {
57 NotificationCenter.default.addObserver(forName:.UIApplicationWillEnterForeground, object:nil, queue:nil) { [weak self] (notification) in
58 self?.playerItemDidReachEnd()
59 }
60 }
61 }
62 }
63
64 override public func viewDidAppear(_ animated: Bool) {
65 super.viewDidAppear(animated)
66 moviePlayer.view.frame = videoFrame
67 moviePlayer.view.backgroundColor = self.backgroundColor;
68 moviePlayer.showsPlaybackControls = false
69 moviePlayer.view.isUserInteractionEnabled = false
70 view.addSubview(moviePlayer.view)
71 view.sendSubview(toBack: moviePlayer.view)
72 }
73
74 private func setMoviePlayer(url: URL){
75 let videoCutter = VideoCutter()
76 videoCutter.cropVideoWithUrl(videoUrl: url, startTime: startTime, duration: duration) { [weak self] (videoPath, error) -> Void in
77 guard let path = videoPath, let strongSelf = self else { return }
78 strongSelf.moviePlayer.player = AVPlayer(url: path)
79 strongSelf.moviePlayer.player?.addObserver(strongSelf, forKeyPath: "status", options: .new, context: nil)
80 strongSelf.moviePlayer.player?.play()
81 strongSelf.moviePlayer.player?.volume = strongSelf.moviePlayerSoundLevel
82 }
83 }
84
85 public override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
86
87 guard let player = object as? AVPlayer else {
88 super.observeValue(forKeyPath: keyPath, of: object, change: change, context: context)
89 return
90 }
91
92 if player.status == .readyToPlay {
93 movieReadyToPlay()
94 }
95 }
96
97 deinit{
98 moviePlayer.player?.removeObserver(self, forKeyPath: "status")
99 NotificationCenter.default.removeObserver(self)
100 }
101
102 // Override in subclass
103 public func movieReadyToPlay() { }
104
105 func playerItemDidReachEnd() {
106 moviePlayer.player?.seek(to: kCMTimeZero)
107 moviePlayer.player?.play()
108 }
109
110 func playVideo() {
111 moviePlayer.player?.play()
112 }
113
114 func pauseVideo() {
115 moviePlayer.player?.pause()
116 }
117 }
Now create another file called VideoCutter
that extends NSObject
and paste in the following:
1import UIKit
2 import AVFoundation
3
4 extension String {
5 var convert: NSString { return (self as NSString) }
6 }
7
8 public class VideoCutter: NSObject {
9
10 /**
11 Block based method for crop video url
12
13 @param videoUrl Video url
14 @param startTime The starting point of the video segments
15 @param duration Total time, video length
16
17 */
18 public func cropVideoWithUrl(videoUrl url: URL, startTime: CGFloat, duration: CGFloat, completion: ((_ videoPath:URL?, _ error: NSError?) -> Void)?) {
19
20 DispatchQueue.global().async {
21
22 let asset = AVURLAsset(url: url, options: nil)
23 var outputPath = NSHomeDirectory()
24 let documentPaths = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)
25 if (documentPaths.count > 0) {
26 outputPath = documentPaths.first!
27 }
28 let fileManager = FileManager.default
29
30 guard let exportSession = AVAssetExportSession(asset: asset, presetName: "AVAssetExportPresetHighestQuality") else { return }
31 let outputFilePath = outputPath.convert.appendingPathComponent("output.mp4")
32
33 if fileManager.fileExists(atPath: outputFilePath) {
34 do {
35 try fileManager.removeItem(atPath: outputFilePath)
36 } catch let error {
37 print(error)
38 }
39 }
40
41 do {
42 try fileManager.createDirectory(atPath:outputPath, withIntermediateDirectories: true, attributes: nil) }
43 catch let error {
44 print(error)
45 }
46
47 let start = CMTimeMakeWithSeconds(Float64(startTime), 600)
48 let duration = CMTimeMakeWithSeconds(Float64(duration), 600)
49 let range = CMTimeRangeMake(start, duration)
50 let outputURL = URL(fileURLWithPath: outputFilePath)
51 exportSession.outputURL = outputURL
52 exportSession.timeRange = range
53 exportSession.shouldOptimizeForNetworkUse = true
54 exportSession.outputFileType = AVFileTypeMPEG4
55 exportSession.exportAsynchronously(completionHandler: {
56 switch exportSession.status {
57 case .completed:
58 DispatchQueue.main.async { completion?(exportSession.outputURL, nil) }
59 default:
60 DispatchQueue.main.async { completion?(nil, nil) }
61 }
62 })
63 }
64 }
65 }
In the files above we just created, it basically helps you manage the video background and sets a video of your choosing as the background video and loops it forever. This can also be useful for application landing pages. However, we are just using it for a make-believe video stream.
? If you are using a Swift version below 3, then you can use the source code as is in the repository, however, if you use Swift 3 or above you may need these modifications to make it work.
Now the last thing we need to do is add an mp4 file to our workspace. You can use any mp4 file you wish to use. Drop the video file video.mp4
into the workspace and make sure it is copied and added to the application target.
If you build and preview your application now you should see the video looping in the background. Great.
Now that we have the video looping in the background, the next thing we will do is add the floating heart functionality to the application. Basically, every time someone clicks the heart button, a heart icon should float to the top and slowly disappear.
Open the Main.storyboard
file and in the bottom right above the heart button, add a View with no background. This will be the viewport where the floating hearts will travel. You can make it a rectangle of about 250×350.
Next, we will be using another library from Github to add the floating hearts functionality to the application. The file we actually need is the Floater.swift file. The library does not yet have any package manager way to install it so we will be copying the contents of the file and adding it to a file in our workspace.
We are building with Swift 3 so we need to make some modifications to the class, so copy and paste the code below if you are using Swift 3, and use as is if you are not. Create a new file Floater.swift
and extend the UIView
object. Paste this into the class:
1import UIKit
2
3 @IBDesignable public class Floater: UIView {
4
5 var image1: UIImage?
6 var image2: UIImage?
7 var image3: UIImage?
8 var image4: UIImage?
9
10 var isAnimating: Bool = false
11 var views: [UIView]!
12 var duration: TimeInterval = 1.0
13 var duration1: TimeInterval = 2.0
14 var duration2: TimeInterval = 2.0
15 var floatieSize = CGSize(width: 50, height: 50)
16 var floatieDelay: Double = 10
17 var delay: Double = 10.0
18 var startingAlpha: CGFloat = 1.0
19 var endingAlpha: CGFloat = 0.0
20 var upwards: Bool = true
21 var remove: Bool = true
22
23 @IBInspectable var removeAtEnd: Bool = true {
24 didSet {
25 remove = removeAtEnd
26 }
27 }
28 @IBInspectable var FloatingUp: Bool = true {
29 didSet {
30 upwards = FloatingUp
31 }
32 }
33 @IBInspectable var alphaAtStart: CGFloat = 1.0 {
34 didSet {
35 startingAlpha = alphaAtStart
36 }
37 }
38 @IBInspectable var alphaAtEnd: CGFloat = 0.0 {
39 didSet {
40 endingAlpha = alphaAtEnd
41 }
42 }
43 @IBInspectable var rotationSpeed: Double = 10 {
44 didSet {
45 duration2 = 20 / rotationSpeed
46 }
47 }
48 @IBInspectable var density: Double = 10 {
49 didSet {
50 floatieDelay = 1 / density
51 }
52 }
53 @IBInspectable var delayedStart: Double = 10 {
54 didSet {
55 delay = delayedStart
56 }
57 }
58 @IBInspectable var speedY: CGFloat = 10 {
59 didSet {
60 duration = Double(10/speedY)
61 }
62 }
63 @IBInspectable var speedX: CGFloat = 5 {
64 didSet {
65 duration1 = Double(10/speedX)
66 }
67 }
68 @IBInspectable var floatieWidth: CGFloat = 50 {
69 didSet {
70 floatieSize.width = floatieWidth
71 }
72 }
73 @IBInspectable var floatieHeight: CGFloat = 50 {
74 didSet {
75 floatieSize.height = floatieHeight
76 }
77 }
78 @IBInspectable var borderColor: UIColor = UIColor.clear {
79 didSet {
80 layer.borderColor = borderColor.cgColor
81 }
82 }
83
84 @IBInspectable var borderWidth: CGFloat = 0 {
85 didSet {
86 layer.borderWidth = borderWidth
87 }
88 }
89
90 @IBInspectable var cornerRadius: CGFloat = 0 {
91 didSet {
92 layer.cornerRadius = cornerRadius
93 }
94 }
95
96 @IBInspectable var floaterImage1: UIImage? {
97 didSet {
98 image1 = floaterImage1
99 }
100 }
101 @IBInspectable var floaterImage2: UIImage? {
102 didSet {
103 image2 = floaterImage2
104 }
105 }
106 @IBInspectable var floaterImage3: UIImage? {
107 didSet {
108 image3 = floaterImage3
109 }
110 }
111 @IBInspectable var floaterImage4: UIImage? {
112 didSet {
113 image4 = floaterImage4
114 }
115 }
116
117 override public func awakeFromNib() {
118 super.awakeFromNib()
119 }
120
121 func startAnimation() {
122 print("Start Animating")
123 isAnimating = true
124 views = []
125 var imagesArray = [UIImage?]()
126 var actualImages = [UIImage]()
127 let frameW = self.frame.width
128 let frameH = self.frame.height
129 var startingPoint: CGFloat!
130 var endingPoint: CGFloat!
131 if upwards {
132 startingPoint = frameH
133 endingPoint = floatieHeight*2
134 } else {
135 startingPoint = 0
136 endingPoint = frameH - floatieHeight*2
137 }
138 imagesArray += [image1, image2, image3, image4]
139 if !imagesArray.isEmpty {
140 for i in imagesArray {
141 if i != nil {
142 actualImages.append(i!)
143 }
144 }
145 }
146
147 let deadlineTime = DispatchTime.now() + .seconds(Int(self.delay * Double(NSEC_PER_SEC)))
148
149 DispatchQueue.global().asyncAfter(deadline: deadlineTime, execute: {
150 var goToNext = true
151 while self.isAnimating {
152 if goToNext {
153 goToNext = false
154
155 DispatchQueue.main.asyncAfter(deadline: .now()+0.3, execute: {
156 let randomNumber = self.randomIntBetweenNumbers(firstNum:1, secondNum: 2)
157 var randomRotation: CGFloat!
158 if randomNumber == 1 {
159 randomRotation = -1
160 } else {
161 randomRotation = 1
162 }
163 let randomX = self.randomFloatBetweenNumbers(firstNum: 0 + self.floatieSize.width/2, secondNum: self.frame.width - self.floatieSize.width/2)
164 let floatieView = UIView(frame: CGRect(x: randomX, y: startingPoint, width: 50, height: 50))
165 self.addSubview(floatieView)
166
167 let floatie = UIImageView(frame: CGRect(x: 0, y: 0, width: self.floatieSize.width, height: self.floatieSize.height))
168
169 if !actualImages.isEmpty {
170
171 let randomImageIndex = (self.randomIntBetweenNumbers(firstNum: 1, secondNum: actualImages.count) - 1 )
172 floatie.image = actualImages[randomImageIndex]
173 floatie.center = CGPoint(x: 0, y: 0)
174 floatie.backgroundColor = UIColor.clear
175 floatie.layer.zPosition = 10
176 floatie.alpha = self.startingAlpha
177
178 floatieView.addSubview(floatie)
179 var xChange: CGFloat!
180 if randomX < self.frame.width/2 {
181 xChange = randomX + self.randomFloatBetweenNumbers(firstNum: randomX, secondNum: frameW-randomX)
182 } else {
183 xChange = self.randomFloatBetweenNumbers(firstNum: self.floatieSize.width*2, secondNum: randomX)
184 }
185
186
187 self.views.append(floatieView)
188 UIView.animate(withDuration: self.duration, delay: 0,
189 options: [], animations: {
190 floatieView.center.y = endingPoint
191 floatie.alpha = self.endingAlpha
192 goToNext = false
193 }, completion: {(value: Bool) in
194 if self.remove {
195 floatieView.removeFromSuperview()
196 }
197 })
198 UIView.animate(withDuration: self.duration1, delay: 0,
199 options: [.repeat, .autoreverse], animations: {
200 floatieView.center.x = xChange
201 }, completion: nil)
202 UIView.animate(withDuration: self.duration2, delay: 0, options: [.repeat, .autoreverse], animations: { floatieView.transform = CGAffineTransform(rotationAngle: CGFloat(M_PI_2)*randomRotation)
203 }, completion: nil)
204 }
205 })
206 }
207 }
208 })
209 }
210
211 func stopAnimation() {
212 print("Stop Animating")
213 views = []
214 isAnimating = false
215 if !views.isEmpty {
216 for i in views {
217 i.removeFromSuperview()
218 }
219 }
220 }
221
222 func randomFloatBetweenNumbers(firstNum: CGFloat, secondNum: CGFloat) -> CGFloat{
223 return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum - secondNum) + min(firstNum, secondNum)
224 }
225
226 func randomIntBetweenNumbers(firstNum: Int, secondNum: Int) -> Int{
227 return firstNum + Int(arc4random_uniform(UInt32(secondNum - firstNum + 1)))
228 }
229 }
The library simply creates a floating heart when the startAnimation
method is called and stops it when the stopAnimation
method is called. Now that the file is created, open your Main.storyboard
file and add the Floater.swift
View to the floater view we created earlier. This should add some new options in the side bar. These options are due to @IBDesignable
and @IBInspectable
that were added to the Floater.swift
class.
?
**IBDesignable**
and**IBInspectable**
**, a way to create custom elements and the attributes. This can be directly added to the iOS Interface Builder.** Read more about IBDesignable and IBInspectable.
Now in the new options fields, add the following values:
For the floater image, add a 30×30 heart image to your workspace and then select it in the floater image section.
Now open the ViewController
and add the following methods:
1@IBOutlet weak var floaterView: Floater!
2
3 private func startEndAnimation() {
4 floaterView.startAnimation()
5 DispatchQueue.main.asyncAfter(deadline: .now() + 1, execute: {
6 self.floaterView.stopAnimation()
7 })
8 }
Now call the startEndAnimation
from the hearted
method so it is invoked when the button is pressed. Make sure the @IBOutlet floaterView
is linked to the view port that we created earlier in the article. Now, when you build and preview, you should see the heart floating every time the button is clicked.
Now that we have successfully added the floating hearts, the next thing to do is add realtime functionality using Pusher. If you have not already, create a Pusher account, create a new application and copy the credentials as you will need them.
Open the ViewController
and in there add the following:
1static let API_ENDPOINT = "http://localhost:4000";
2
3 var pusher : Pusher!
4
5 let deviceUuid : String = UIDevice.current.identifierForVendor!.uuidString
6
7 private func listenForNewLikes() {
8 pusher = Pusher(key: "PUSHER_KEY", options: PusherClientOptions(host: .cluster("PUSHER_CLUSTER")))
9
10 let channel = pusher.subscribe("likes")
11 let _ = channel.bind(eventName: "like", callback: { (data: Any?) -> Void in
12 if let data = data as? [String: AnyObject] {
13 let uuid = data["uuid"] as! String
14
15 if uuid != self.deviceUuid {
16 self.startEndAnimation()
17 }
18 }
19 })
20 pusher.connect()
21 }
22
23 private func postLike() {
24 let params: Parameters = ["uuid": deviceUuid]
25
26 Alamofire.request(ViewController.API_ENDPOINT + "/like", method: .post, parameters: params).validate().responseJSON { response in
27 switch response.result {
28
29 case .success:
30 print("Liked")
31 case .failure(let error):
32 print(error)
33 }
34 }
35 }
First, we define some class properties for storing the API endpoint base URL, the Pusher instance and the device UUID. The listenForNewLikes
is where we define a listener that waits for events sent from Pusher and then fires a callback when it receives the event. We will be using that to trigger the floating hearts startAndEndAnimation
method. The postLike
method is where we use AlamoFire
to hit an endpoint (we will create this next). The endpoint will be where we send “like” events to Pusher so they can be broadcast to other listeners on the channel.
If all is well, your ViewController
should now look like this:
1import UIKit
2 import PusherSwift
3 import Alamofire
4
5 class ViewController: VideoSplashViewController {
6
7 @IBOutlet weak var floaterView: Floater!
8
9 static let API_ENDPOINT = "http://localhost:4000";
10
11 var pusher : Pusher!
12
13 let deviceUuid : String = UIDevice.current.identifierForVendor!.uuidString
14
15 override func viewDidLoad() {
16 super.viewDidLoad()
17 loadVideoStreamSample()
18 listenForNewLikes()
19 }
20
21 @IBAction func hearted(_ sender: Any) {
22 postLike()
23 startEndAnimation()
24 }
25
26 private func startEndAnimation() {
27 floaterView.startAnimation()
28 DispatchQueue.main.asyncAfter(deadline: .now() + 1, execute: {
29 self.floaterView.stopAnimation()
30 })
31 }
32
33 private func listenForNewLikes() {
34 pusher = Pusher(key: "PUSHER_KEY", options: PusherClientOptions(host: .cluster("PUSHER_CLUSTER")))
35
36 let channel = pusher.subscribe("likes")
37 let _ = channel.bind(eventName: "like", callback: { (data: Any?) -> Void in
38 if let data = data as? [String: AnyObject] {
39 let uuid = data["uuid"] as! String
40
41 if uuid != self.deviceUuid {
42 self.startEndAnimation()
43 }
44 }
45 })
46 pusher.connect()
47 }
48
49 private func postLike() {
50 let params: Parameters = ["uuid": deviceUuid]
51
52 Alamofire.request(ViewController.API_ENDPOINT + "/like", method: .post, parameters: params).validate().responseJSON { response in
53 switch response.result {
54
55 case .success:
56 print("Liked")
57 case .failure(let error):
58 print(error)
59 }
60 }
61 }
62
63 private func loadVideoStreamSample() {
64 let url = NSURL.fileURL(withPath: Bundle.main.path(forResource: "video", ofType: "mp4")!)
65 self.videoFrame = view.frame
66 self.fillMode = .resizeAspectFill
67 self.alwaysRepeat = true
68 self.sound = true
69 self.startTime = 0.0
70 self.duration = 10.0
71 self.alpha = 0.7
72 self.backgroundColor = UIColor.black
73 self.contentURL = url
74 self.restartForeground = true
75 }
76
77 override var prefersStatusBarHidden: Bool {
78 return true
79 }
80 }
⚠️ You should replace the “PUSHER_CLUSTER” and “PUSHER_KEY” with the actual values gotten from your Pusher application dashboard.
That should do it for the Xcode side of things. Now we need to create a backend application for our application. This backend app will just receive the payload from the application and send it to Pusher.
Create a directory for the web application and then create two new files:
The index.js file…
1let Pusher = require('pusher'); 2 let express = require('express'); 3 let app = express(); 4 let bodyParser = require('body-parser') 5 let pusher = new Pusher(require('./config.js')['config']); 6 7 app.use(bodyParser.json()); 8 app.use(bodyParser.urlencoded({ extended: false })); 9 10 app.post('/like', (req, res, next) => { 11 let payload = {uuid: req.body.uuid} 12 pusher.trigger('likes', 'like', payload) 13 res.json({success: 200}) 14 }) 15 16 app.get('/', (req, res) => { 17 res.json("It works!"); 18 }); 19 20 app.use((req, res, next) => { 21 let err = new Error('Not Found'); 22 err.status = 404; 23 next(err); 24 }); 25 26 app.listen(4000, function() { 27 console.log('App listening on port 4000!') 28 });
The index.js
file also has one route where it receives messages from the iOS application and triggers the Pusher event which is picked up by the application.
The next file is the packages.json where we define the NPM dependencies:
1{ 2 "main": "index.js", 3 "dependencies": { 4 "body-parser": "^1.16.0", 5 "express": "^4.14.1", 6 "pusher": "^1.5.1" 7 } 8 }
Finally, we have the config.js where we will put our Pusher configuration:
1module.exports = { 2 appId: 'PUSHER_ID', 3 key: 'PUSHER_KEY', 4 secret: 'PUSHER_SECRET', 5 cluster: 'PUSHER_CLUSTER', 6 };
Now run npm install
on the directory and then node index.js
once the npm installation is complete. You should see App listening on port 4000! message.
Once you have your local node web server running, you will need to make some changes so your application can talk to the local web server. In the info.plist
file, make the following changes:
With this change, you can build and run your application and it will talk directly with your local web application.
In this article, we have been able to replicate the floating hearts feature that apps like Facebook, Instagram, Periscope etc have. You can use this as a base to expand the actual feature into a working application of your own.
Have a question or feedback on the article? Please ask below in the comment section. The repository for the application and the Node backend is available on Github.