I’m developing a game in which I want my image to reduce in size gradually. I’m reducing the frame size gradually in my code when it works fine. [I’ve already used CGAffineTransform and it doesn’t suit my requirement.]
-(void)function
{
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
if(ravanImage1.center.y>=300&&ravanImage1.center.y<=370)
{
q=60;
z=60;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
if(ravanImage1.center.y>=230&&ravanImage1.center.y<=299)
{
q=40;
z=40;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
if(ravanImage1.center.y>=150&&ravanImage1.center.y<=229)
{
q=20;
z=20;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
}
But when I apply a while loop for the same code specifying wheather at what point to stop reducing the frame(“while that point isn’t reached”), it doesn’t show the image frame reduction little by little as it shows it otherwise, but directly places the image at the end point with proper frame.
I want it to get displyed the way it gets without the while loop i.e. reduction little by little. Yes, while debugging it steps through all the steps properly.
Can anybody please help me?
As others have pointed out, manually adjusting the frame of your view will give you terrible performance. If you really don’t want to use a standard UIView animation block for changing your view, you can specify bounds size values to animate through using a CAKeyframeAnimation applied to your view’s layer:
This animation will start at size1, pass through size2 at the midway point in the animation, and end at size3. You can have an arbitrary number of key frames and times for your animation, so you should be able to achieve the effect you desire
EDIT (1/5/2010): Removed kCAAnimationPaced as a calculationMode, which would cause the key times to be ignored. Also, I forgot that frame was a derived property, so you need to animate something like the bounds size instead.