Reputation: 79
I am interested in obtaining an animation that not only animates from point A to point B but also changes the background image. Say the initial position is 0,0 and the finis one is 0,100 ; the duration is 1 second, and i have 4 images for the background, then i want the background to change every 0/4 seconds and 25 px.
Until now I have the next code that animates the images but i still need to implement the movement and I don't know how to do just that.
Thanks in advance and here is what code I have until now:
UIImageView * animatedImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 50,50)];
testArray = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"test_1.png"], [UIImage imageNamed:@"test_2.png"], [UIImage imageNamed:@"test_3.png"],nil];
animTime =3.0;
[animatedImageView setAnimationImages:testArray] ;
animatedImageView.animationDuration = animTime;
animatedImageView.animationRepeatCount = 1;
[self.view addSubview: animatedImageView];
[animatedImageView startAnimating];
UPDATE:
I have implemented the answer of Mobile Project Lab into my code
// I have a pathArray that is in C style and is bidimensional, that stores the path in reverse
// the maps is a 2d tile map
// the dimensions of the tiles are 64x64 px
//thes size of the character is 128x128
for (int possitionInThePathArray = sizeOfPathArray - 1; possitionInThePathArray >= 0; possitionInThePathArray--) {
xWalkingDirection = pathArray[possitionInThePathArray-1][1] - pathArray[possitionInThePathArray][1];
yWalkingDirection = pathArray[possitionInThePathArray-1][0] - pathArray[possitionInThePathArray][0];
if (xWalkingDirection== 0 && yWalkingDirection == -1){
//walking animation to North for 1 tile
NSArray *testArray;
float animTime;
testArray = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"scientist_s0.png"],
[UIImage imageNamed:@"scientist_s1.png"],
[UIImage imageNamed:@"scientist_s2.png"],
[UIImage imageNamed:@"scientist_s3.png"],
[UIImage imageNamed:@"scientist_s4.png"],
[UIImage imageNamed:@"scientist_s5.png"],
[UIImage imageNamed:@"scientist_s6.png"],
[UIImage imageNamed:@"scientist_s7.png"],
[UIImage imageNamed:@"scientist_s8.png"],
[UIImage imageNamed:@"scientist_s9.png"], nil]; // 4th image added
animTime = 10.0; // time is changed to 10.0
[myCharacterFrame setAnimationImages:testArray];
myCharacterFrame.animationDuration = animTime;
myCharacterFrame.animationRepeatCount = 1;
[myCharacterFrame startAnimating];
[UIView animateWithDuration:animTime
animations:^{
myCharacterFrame.frame = CGRectOffset(myCharacterFrame.frame, 0.0f, -64.0f); // move 100 on x axis, 0 on y axis
}
completion:^(BOOL finished){
NSLog(@"animation done");
}];
yMyCharacterFrame = yMyCharacterFrame-64.0;
myCharacterFrame.frame = CGRectMake(xMyCharacterFrame, yMyCharacterFrame, 128, 128);
myCharacterFrame.image = [UIImage imageNamed:@"scientist_s0.png"];
}else if (xWalkingDirection== 1 && yWalkingDirection == 0){
//walking animation to Est for 1 tile
.....
//and so on for all the four directions of walking
The issue that I am facing now is that the animation are not triggered correctly, so that one animation takes places before the code moves on
Upvotes: 1
Views: 622
Reputation: 3013
NSArray *testArray;
float animTime;
UIImageView *animatedImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
testArray = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"test_001.png"], [UIImage imageNamed:@"test_002.png"],[UIImage imageNamed:@"test_001.png"], [UIImage imageNamed:@"test_002.png"], nil]; // 4th image added
animTime = 1.0; // time is changed to 1.0
[animatedImageView setAnimationImages:testArray];
animatedImageView.animationDuration = animTime;
animatedImageView.animationRepeatCount = 1;
[self.view addSubview: animatedImageView];
[animatedImageView startAnimating];
[UIView animateWithDuration:animTime
animations:^{
animatedImageView.frame = CGRectOffset(animatedImageView.frame, 100.0f, 0.0f); // move 100 on x axis, 0 on y axis
}
completion:^(BOOL finished){
NSLog(@"animation done");
}];
Upvotes: 3