i have a map (just an image) and i want that a user can click on some places on the map. I think i can do that with adding buttons as subviews. But i also want to animate them. So for example want to have a ring form around the link position. And this ring should animate like pulsing or so. How can i do that the best way?
greets Max
Not sure why nobody has tried to answer this but it's not too difficult.
First, create a UIImageView and configure it to animate your desired effect. The UIImageView documentation is very clear on what to do. Something like:
NSArray *imageArray = [NSArray arrayWithObjects:
[UIImage imageNamed:#"frame1.png],
[UIImage imageNamed:#"frame2.png],
...,nil];
UIImageView *animatedImageView = [[UIImageView alloc] initWithFrame:myFrame];
animatedImageView.animatedImages = imageArray;
animatedImageView.userInteractionEnabled = YES;
[self.view addSubView:animatedImageView];
[animatedImageView startAnimating];
You then have to add the code to respond to touch events on the imageView.
Alternatively, you can create a UIButton subclass that displayed an animated UIImageView per above and then use the standard addTarget:action to respond to user actions.
Related
How to Implement this kind of animation in iOS objective c.
Currently I have implemented "CABasicAnimation" for this but still not able to achieve this very smoothly .
any suggestion ??
Thank you
You'll need to use Core Image with a combination of different distortion filters.
You can then animate the intensity of the filters over time.
I don't think that with CABasic animation you can obtain that. Probably is a little "movie" made by combination of CIFilterd images (check CIFilter class in the doc). Another way around (but I'm writing as I'm thinking) is mask the image somehow with a CAShapeLayer and use CAAnimation on it.
As Leena pointed out this is a simple loop of images.
Create your frames outside Xcode and then animate them this way:
NSArray *frames = [NSArray arrayWithObjects:[UIImage imageNamed:#"firstFrame.png"],
[UIImage imageNamed:#"secondFrame.png"],
// add other frames
, nil];
UIImageView *animatedImage = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 100.0f, 100.0f)];
animatedImage.animationImages = frames;
animatedImage.animationDuration = 3.0f; // seconds
animatedImage.animationRepeatCount = 0; // 0 = loops forever
[animatedImage startAnimating];
[self.view addSubview:animatedImage];
[animatedImage release];
I have an NSArray of images that I want to fade in/out between each other (much like how Flickr handles their home screen).
The problem I'm having is figuring out how to utilize the [UIView beginAnimations]; with the NSArray... any idea?
My code is below.
Thanks in advance!
NSArray *myImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"show_robmachado.jpg"],
[UIImage imageNamed:#"show_losness.jpg"],
[UIImage imageNamed:#"show_blanchard.jpg"],
[UIImage imageNamed:#"show_tonino.jpg"],
nil];
homeAnimation.animationImages = myImages;
homeAnimation.animationRepeatCount = 0; // 0 = loops forever
homeAnimation.animationDuration = 7.0;
[homeAnimation startAnimating];
The array method is really for simple frame-based animations, not for transitions.
Instead I would have two UIImageViews at the same position, and set up a timer that would work through the array, using UIView animations to animate one image view fading to an alpha of 0 and the other to an alpha of 1. Then you'd get a kind of fading switch you are going for.
The .image property on a UIImageView might also be animatable, try in a timed loop changing .image on an image view in a UIView based animation block and see if you get a cross-fade.
I am trying to rotate my object like shakes dice.
please suggest simplest way to implement it in my iphone application.
Any kind of sample code or documentation.
http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828
If you want to do this without using OpenGL you can use a UIImageView and the set a series of animation images. By creating a series of images you can create a "rolling dice" effect. Here is an example of how to do this:
// create a UIImageView
UIImageView *rollDiceImageMainTemp = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"rollDiceAnimationImage1.png"]];
// position and size the UIImageView
rollDiceImageMainTemp.frame = CGRectMake(0, 0, 100, 100);
// create an array of images that will represent your animation (in this case the array contains 2 images but you will want more)
NSArray *savingHighScoreAnimationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"rollDiceAnimationImage1.png"],
[UIImage imageNamed:#"rollDiceAnimationImage2.png"],
nil];
// set the new UIImageView to a property in your view controller
self.viewController.rollDiceImage = rollDiceImageMainTemp;
// release the UIImageView that you created with alloc and init to avoid memory leak
[rollDiceImageMainTemp release];
// set the animation images and duration, and repeat count on your UIImageView
[self.viewController.rollDiceImageMain setAnimationImages:savingHighScoreAnimationImages];
[self.viewController.rollDiceImageMain setAnimationDuration:2.0];
[self.viewController.rollDiceImageMain.animationRepeatCount:3];
// start the animation
[self.viewController.rollDiceImageMain startAnimating];
// show the new UIImageView
[self.viewController.view addSubview:self.rollDiceImageMain];
You can modify the creation and setup including the size, position, number of images, the duration, repeat count, etc as needed. I've used this feature of UIImageView to create simple animation effects and it works great!
Please let me know if you try this and if it works for your needs. Also, post any follow up questions.
Bart
nice your example, but do you think it's possible to rotate / control the rotation with touch gesture ?
I want the image to be displayed and then hide and so on. I have tried nil and blank with out success. How can I accomplish this?
-(void) animationGlaw {
glawBall.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#""], nil];
glawBall.animationDuration = 0.50;
glawBall.animationRepeatCount = 0;
[glawBall startAnimating];
}
if you only want one image then none, you could try animating the opacity, and diong the animation very fast. If a fade out is acceptable then this would work even better. here is an example of animating the opacity.
you could also use the delegate to get notification when your animation ends and remove the image altogether, see here for an example of using the animationDidStop:finished: callback method.
Try using just a transparent PNG for the final image.
What I do is I just set height and width of image to 0.. Like this
[myImageView setFrame:CGRectMake(myX, myY, 0, 0)];
i have one imageview in IB.i linked it perfectly in my view controller's IBoutlet
which is as IB_img .i have done in my viewdidload as
self.IB_img.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"img_1.jpg"],
[UIImage imageNamed:#"img_2.jpg"],nil];
self.IB_img.animationDuration = 1;
self.IB_img.animationRepeatCount = 0;
[self.IB_img startAnimating];
it is not working perfectly....image is not in screen..but if i do it in without IB,in other words dynamically...it works perfectly...any help please to do animation with IB ?
You would have not set the Mose of the imageView as in required format.
You can do it as:
Try to set the one of the animation images as the image of your image view in xib(temporarily).
then set the image view's mode as strecthtofit or whatever suits you. now remove the image. and build you will see the image in proper position.