I am a complete novice to iPhone/iPad development, but I have OOP experience in other languages. I apologize in advance if this question is rather vague.
What I really want to know is this:
My app idea needs to work in a single view where the view is a scrollable area that is a fixed height (bigger than the viewport). Various different events can happen within this scrollable area. The app will have an immersive feel to it (quite texture/image intensive), but it is not a 'game' as such (think scrollable bookshelf).
Which apple project would be a good way to start this? View-based? OpenGL ES?
How easy is it to make a fixed scrollable area?
From what you describe making a simple UIKit app will suffice. You should start either a window or view based project.
Adding a fixed scrollable are is very easy using a UIScrollView.
http://developer.apple.com/iphone/library/documentation/uikit/reference/UIScrollView_Class/Reference/UIScrollView.html
Related
I'm new to IOS development, and want to create something with tiles similar to what you see here. http://www.youtube.com/watch?v=i7giaN5T7ww
Since I'm a beginner, I see myself placing a bunch of buttons on the screen and labeling them to how I see fit. Then figuring out how to move multiple "buttons" at once. I was wondering how you think the tiles are created in this program? If not done by a bunch of buttons, could someone show me code to draw a tile with dimensions of 48x48 pixels, then place a letter on the tile?
Also, if you could point me to some helpful resources that would help me develop something along the lines of a project like this, I would most appreciate it. I'm excited and very motivated to learn and master IOS development and consequently objective-c.
My knowledge is limited to what I've learned by watching and coding along to these two YouTube playlists:
http://www.youtube.com/user/thenewboston#p/c/640F44F1C97BA581
http://www.youtube.com/user/thenewboston#p/c/53038489615793F7
They've been extremely helpful in helping me understand the basics of Objective-C and Iphone development. Unfortunately, it didn't get into drawing and manipulating objects on the screen.
Thanks in advance for your help. I've found this site and its users quite helpful already. :)
I have kind of similar apps in the app store and I used in one case UILabels and in another case UIViews with UIImageViews as subviews. The movement of the labels I have implemented with the methods touchesBegan:withEvent, touchesMoved:withEvent and touchesEnded:withEvent.
Ok so i have a good chunk of my game finished now and Im working on my level select view. I want to implement a horizontal scroll view with multiple buttons on each view, in something that looks like Angry Birds or Cut The Rope, or something like that. I know I use a scroll view and set anchor points from my reading on here and other sites but im not sure exactly how i can implement that. Im a bit of a noob and my game didnt need to implement any real graphics so im not familiar with open gl or quartz, although im not afraid to try to learn it.
Anyone know how i can implement anchor points in a horizontal scroll view for my level select view?
Thanks!
As already answered, you have to use UIScrollView. We use scroll view when our contents are too large to be shown on the screen.
Refer the class reference here and Some links that could hep you.
Apple's scrolling demo
Understanding Scrollview
I have horizontal list for which I'm implementing my own scrolling logic. I have the "touch and drag" scrolling working great, but I'm having trouble with the "flick" gesture. All the built in scrollable views have the feature that if you "flick" the view it scrolls faster or slower based on the intensity of the flick.
Does anyone has any suggestion how do that for my view?
What I'm doing right now is changing the UIView.center.x coordinate of my custom UIView to scroll it across the screen
I would strongly suggest you figure out how to make use of the built in UIScrollView class. Apple has invested a LOT of effort to make scrolling feel 'right'. You may be able to recreate some, or even all, of that feel, but it'll take a lot of work. Better to piggy back off of what's already been done.
If you want to implement your own scroll view, you'll have to make the view scroll based on the length of the sweeping distance and the speed at witch it went across the screen. Taking these parameters as input and using simple geometry math you could calculate how much further the view should scroll after the sweep has ended(touchesEnded event).
Ofcourse this is not as simple as it sounds, making the flick gesture just feel right and natural is much harder.
If you really are set on doing this yourself, Drew McCormack has a great article on MacResearch where he explains some of the physics behind momentum-based scrolling. His implementation uses HTML, CSS, and JavaScript, but the core principles could be brought across to your custom UIView subclass.
i am quit new at iphone development and trying to make a photo collage software while learning it. Right now i have a lil problem and hope you can help me out.
I have an UiviewController with a view in it, in this view i have 7 scrollviews with uiimagevies in them for zooming and scollign images within these scrollviews.
All that works well but now i want to make these 7 scrollviews dragable and maybe if possible zoomable (so that the image within the given scroolview zoom together with the scrollview).
It should be possible to drag them all around the screen and if possible even overlap them
and by the way rotating would be great ;-) hope that is not to much asked for.
Would be great if someone can help me out with this..
Well you've got to decide on some other choice here because the functionality you are asking for overlaps, and you can't ask the app to magically know which the user wants to do. What I mean by this is that when you touch and drag within a scroll view, it's going to try to scroll itself, rather than drag the entire scroll view around.
As for rotation and zooming - that gets more complicated, because you start dealing with vector math and the like. You can check out my question on rotation here. The link I gave you has the code to get both rotation and zooming to work.
Please pardon my lack of Photoshop skills, but I'm curious what type of strategy Apps like Facebook and AP Mobile News are using for the 'label slider' in their applications. Here's a quick snippet outlining what I'm talking about as I'm sure the name I'm labeling the utility as is being butchered: http://dl-client.getdropbox.com/u/57676/slider.jpg
Essentially the user can touch the label and glide it along the X axis. It has a smooth bounce effect also once it hits the edges. This gives quite a bit more real estate if you need to present more on the screen than what your portrait mode allows for and is thus very valuable.
Is it a matter of just creating a UILabel that's wider than the screen with a bit of Touch API + Core Animation? Would love insight on how to start tackling this thing.
You'll most likely want to use a UIScrollView, with a UILabel as its content view. Size the label appropriately to your content, and then set the contentSize property of the scrollview to that size.
I created a similar control, and it's much easier than you think. It's just a UIScrollView with a series of UIButtons added to it. You could use labels instead of buttons - just depends on the feel you want. I think Facebook is probably using labels for theirs.
In any case, you'll probably want to use a series of components rather than one component (which is what Ben suggested) in the event that you want to, say, style the "selected" label differently from the others. It also makes hit detection a little easier.
You get the bounce effect for free by default - you may have noticed that most scroll views in iPhone apps do the same thing. It can be turned off as well.