Bianca Ioana
Bianca Ioana

Reputation: 79

How to animate by changing the background image and chnage the position of an UIImageView

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

Answers (1)

gvuksic
gvuksic

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

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