What I want to do is move my finger across the screen (touchesMoved) and draw evenly spaced images (perhaps CGImageRefs) along the points generated by the touchesMoved. I can draw lines, but what I want to generate is something that looks like this (for this example I am using an image of an arrow but it could be any image, could be a picture of my dog :) ) The main thing is to get the images evenly spaced when drawing with a finger on an iPhone or iPad.
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First of all HUGE props go out to Kendall. So, based on his answer, here is the code to take a UIImage, draw it on screen along a path (not a real pathRef, just a logical path created by the points) based on the distance between the touches and then rotate the image correctly based on the VECTOR of the current and previous points. I hope you like it:
First you need to load an image to be used as a CGImage over and over again:
make sure in your dealloc that you call
then in touchesBegan, just store the starting point in a var that is scoped outside the method (declare it in your header like this :) in this case I am drawing into a UIView
then in touches Began:
{
}
and finally in touchesMoved, draw the bitmap to the screen and then when your distance has moved enough (in my case 73, since my image is 73 pixels x 73 pixels) draw that image to the screen, save the new image and set lastPoint equal to currentPoint
this will create an image that looks like this :
Going to add the following (with some changes to the above code in order to try and fill in the voids where touchesMoved is missing some points when you move fast:
Assuming that you already have code that tracks the user's touch as they move their touch around the screen, it sounds like you want to detect when they have moved a distance equal to the length of your image, at which time you want to draw another copy of your image under their touch.
To achieve this, I think you will need to:
How does that sound?