The title may not be so clear, but what I want to do is to make the UIImageView display a series of images (sort of like a gif) and I do this by setting the animationImages
to an array of images and then calling [imageView startAnimating];
. This works fine. I also have code that moves the UIImageView around with a CABasicAnimation, and this animation code also works fine. However, when I try to both animate the images of the UIImageView and try to move the UIImageView around, the images of the UIImageView stop animating. Is there a workaround?
Here's my code for animating the content of the UIImageView:
self.playerSprite = [[UIImageView alloc] initWithImage:[self.player.animationImages objectAtIndex:0]];
[self.playerSprite setFrame:CGRectMake(self.center.x, self.center.y, self.tileSet.constants.TILE_WIDTH, self.tileSet.constants.TILE_HEIGHT)];
self.playerSprite.animationImages = self.player.animationImages;
self.playerSprite.animationDuration = self.tileSet.constants.animationDuration;
self.playerSprite.animationRepeatCount = 0; //Makes it repeat indefinitely
And here's my coding for animating the UIImageView with a CABasicAnimation:
float playerSpriteX = self.playerSprite.center.x;
float playerSpriteY = self.playerSprite.center.y;
CABasicAnimation *moveAnimation = [CABasicAnimation animation];
moveAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(playerSpriteX + TILE_WIDTH, playerSpriteY)];
[moveAnimation setDelegate:self];
[moveAnimation setFillMode:kCAFillModeForwards];
[moveAnimation setRemovedOnCompletion:NO];
[moveAnimation setDuration:MOVE_ANIMATION_DURATION];
[self.playerSprite.layer addAnimation:moveAnimation forKey:@"position"];
So the gif effect isn't working while the UIImageView's position is being animated. My question is how can I make it so the UIImageView cycles through an array of images while its position is being animated?
This is not a good way to make a sprite. I could insist that you should be using OpenGL, but there may be no need to go that far; you can do it all with Core Animation of a layer, and I think you'll be better off doing that than trying to use a full-fledged UIImageView.
Using Core Animation of a layer, I was able to make this PacMan sprite animate across the screen while opening and closing his mouth; isn't that the sort of thing you had in mind?
Here is a video showing the animation!
http://www.youtube.com/watch?v=WXCLc9ww8MI
And yet the actual code creating the animation is extremely simple: just two layer animations (Core Animation), one for the changing image, the other for the position.
You should not award this answer the bounty! I am now merely echoing what Seamus Campbell said; I'm just filling out the details of his answer a little.
Okay, so here's the code that generates the movie linked above:
Your "basic" problem starts on this line:
A
CABasicAnimation
object uses only a single keyframe. That means that the content of the layer that you're animating is drawn once, and then that image is used for the duration of the animation.Using a
CAKeyframeAnimation
as Seamus suggests is one way to deal with the problem -- a keyframe animation will redraw the content of the animated layer multiple times, so drawing successive images for each keyframe will animate the content as well as position.This is speculation and I haven't tested this idea at all, but have you considered implementing the image animation in the same fashion you're animating the position, with a
CAKeyframeAnimation
? You'd need to construct an array ofCGImage
objects from yourUIImage
array (to set thevalues
property of the keyframe animation) but it looks like a pretty straightforward conversion:I've just done something similar. The code I used looks like this:
Perhaps the issue you're running into is because both animations are on the same thread?