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Re: UIImageView animationImages problem
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Re: UIImageView animationImages problem


  • Subject: Re: UIImageView animationImages problem
  • From: banane <email@hidden>
  • Date: Wed, 10 Mar 2010 11:15:54 -0800

Patrick - I'm so glad you posted this.

I'm writing a game (and have it working!) where the array of
imageviews is different each user choice. It loads the array with
UIImageViews (and does ImageNamed, which I guess I should change...).
the problem with the animation is that it's variable for each user
choice, so from 1 element in the array to 8. The UIImageView animation
has a "duration" parameter that then displays it speeded up or (if the
user choice is 8) slowed down (if the choice is 1). Last night someoen
suggested I do simple imageviews with transitions instead of
animation. Besides getting dirty with CGAnimation, I'm not sure what
my choices are.

Anna

On Wed, Mar 10, 2010 at 10:40 AM, David Duncan <email@hidden> wrote:
> On Mar 10, 2010, at 6:56 AM, patrick machielse wrote:
>
>> - Animate individual parts of the screen by code. Less (or no) code <> resource separation, labor intensive.
>
>
> There is no need to remove the code/resource separation to do parts of your animation in code. You would build a system that took instructions from a resource file and built the views necessary and applied the animations dictated by the resource. You can build a generic animation system in this manner and potentially save considerable amounts of memory. Granted, doing so is not necessarily a trivial exercise.
> --
> David Duncan
> Apple DTS Animation and Printing
>
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References: 
 >UIImageView animationImages problem (From: patrick machielse <email@hidden>)
 >Re: UIImageView animationImages problem (From: David Duncan <email@hidden>)
 >Re: UIImageView animationImages problem (From: patrick machielse <email@hidden>)
 >Re: UIImageView animationImages problem (From: David Duncan <email@hidden>)

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