Reputation: 10348
I want to know if this is the right way to animate a game character while it moves from point a to point b, ALSO while displaying different moving images simulating a person's movement.
Here is a persudo code of what I did:
[UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{
//Set Target Image
//Set target position
}completion:^(BOOL finished){
//2nd to 3rd Frame
[UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{
//Set Target Image
//Set target position
}completion:^(BOOL finished){
//3rd to final Frame
[UIView animateWithDuration:dMAN_MOVEMENT_SPEED/3 animations:^{
//Set Target Image
//Set target position
}completion:^(BOOL finished){
//do nothing
}];
}];
}];
Is this the correct way? I did it this way because I can control each frame and each frame's duration.
Upvotes: 1
Views: 765
Reputation: 438027
Seems like there might be better ways. If you didn't have too many images, I would probably just recommend using animationImages
property of UIImageView
and then startAnimating
:
NSArray *images = @[[UIImage imageNamed:@"0.jpg"],
[UIImage imageNamed:@"1.jpg"],
[UIImage imageNamed:@"2.jpg"],
[UIImage imageNamed:@"3.jpg"],
[UIImage imageNamed:@"4.jpg"],
[UIImage imageNamed:@"5.jpg"],
[UIImage imageNamed:@"6.jpg"],
[UIImage imageNamed:@"7.jpg"]];
self.imageView.image = images[0];
self.imageView.animationImages = images;
self.imageView.animationDuration = kAnimationDuration;
self.imageView.animationRepeatCount = 1;
[self.imageView startAnimating];
[UIView animateWithDuration:kAnimationDuration
animations:^{
self.imageView.center = ... // set this to whatever you want
}];
If you were concerned about loading all of that into memory, you could also use a CADisplayLink
to load the images as appropriate, something like the following:
- (void)animateImageUsingDisplayLink
{
self.imageNames = @[@"0.jpg",
@"1.jpg",
@"2.jpg",
@"3.jpg",
@"4.jpg",
@"5.jpg",
@"6.jpg",
@"7.jpg"];
self.imageView.image = [UIImage imageNamed:self.imageNames[0]];
[self startDisplayLink];
[UIView animateWithDuration:kAnimationDuration
animations:^{
self.imageView.center = ... // set this to whatever you want
}];
}
- (void)startDisplayLink
{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(handleDisplayLink:)];
self.startTime = CACurrentMediaTime();
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)stopDisplayLink
{
[self.displayLink invalidate];
self.displayLink = nil;
}
- (void)handleDisplayLink:(CADisplayLink *)displayLink
{
CFTimeInterval elapsed = displayLink.timestamp - self.startTime;
// If you want it to repeat, then comment out the following `if` statement
if (elapsed >= kAnimationDuration)
{
[self stopDisplayLink];
return;
}
NSInteger frameNumber = ((NSInteger) elapsed * [self.imageNames count] / kAnimationDuration) % [self.imageNames count];
if (frameNumber != self.currentFrameNumber)
{
self.imageView.image = [UIImage imageNamed:self.imageNames[frameNumber]];
self.currentFrameNumber = frameNumber;
}
}
Upvotes: 3