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 animationI
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:
- (void)viewDidLoad {
[super viewDidLoad];
// construct arr, an array of CGImage (omitted)
// it happens I've got 5 images, the last being the same as the first
self.images = [arr copy];
// place sprite into the interface
self.sprite = [CALayer new];
self.sprite.frame = CGRectMake(30,30,24,24);
self.sprite.contentsScale = [UIScreen mainScreen].scale;
[self.view.layer addSublayer:self.sprite];
self.sprite.contents = self.images[0];
}
- (void)animate {
CAKeyframeAnimation* anim =
[CAKeyframeAnimation animationWithKeyPath:@"contents"];
anim.values = self.images;
anim.keyTimes = @[@0,@0.25,@0.5,@0.75,@1];
anim.calculationMode = kCAAnimationDiscrete;
anim.duration = 1.5;
anim.repeatCount = HUGE_VALF;
CABasicAnimation* anim2 =
[CABasicAnimation animationWithKeyPath:@"position"];
anim2.duration = 10;
anim2.toValue = [NSValue valueWithCGPoint: CGPointMake(350,30)];
CAAnimationGroup* group = [CAAnimationGroup animation];
group.animations = @[anim, anim2];
group.duration = 10;
[self.sprite addAnimation:group forKey:nil];
}
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 of CGImage
objects from your UIImage
array (to set the values
property of the keyframe animation) but it looks like a pretty straightforward conversion:
CAKeyframeAnimation *imageAnimation = [CAKeyframeAnimation animation];
imageAnimation.calculationMode = kCAAnimationDiscrete; // or maybe kCAAnimationPaced
imageAnimation.duration = self.tileSet.constants.animationDuration;
imageAnimation.repeatCount = HUGE_VALF;
// the following method will need to be implemented to cast your UIImage array to CGImages
imageAnimation.values = [self animationCGImagesArray];
[self.playerSprite.layer addAnimation:imageAnimation forKey:@"contents"];
-(NSArray*)animationCGImagesArray {
NSMutableArray *array = [NSMutableArray arrayWithCapacity:[self.player.animationImages count]];
for (UIImage *image in self.player.animationImages) {
[array addObject:(id)[image CGImage]];
}
return [NSArray arrayWithArray:array];
}
Your "basic" problem starts on this line:
CABasicAnimation *moveAnimation = [CABasicAnimation animation];
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.
I've just done something similar. The code I used looks like this:
CGRect r = ziv.frame;
r.origin.x += WrongDistance;
[ziv startAnimating];
[UIView animateWithDuration:3.0 animations:^(void){
[ziv setFrame:r];
} completion:^(BOOL finished){
[ziv stopAnimating];
if (finished){
// not canceled in flight
if (NumWrong == MaxWrong)
[self endOfGame:NO];
else
[self nextRound:self];
}
}];
Perhaps the issue you're running into is because both animations are on the same thread?