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Home/ Questions/Q 1071827
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T20:46:03+00:00 2026-05-16T20:46:03+00:00

I’m trying to animate a UIButton to move up the screen. At any point

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I’m trying to animate a UIButton to move up the screen. At any point the user can touch it. However, it doesn’t seem to respond to touches while moving, only at the start and end of its animation. I guess this is because the button itself isn’t moving, just the image of it. Any ideas how I can solve this? Here’s my code so far. Thanks!

- (void)viewDidLoad {
    [self newBubble];
    [super viewDidLoad];
}

- (void)newBubble {
    UIButton *bubble = [[UIButton buttonWithType:UIButtonTypeCustom] retain];
    bubble.frame = CGRectMake(10, 380, 50, 50);
    UIImage *bubbleImage = [UIImage imageNamed:@"bubble.png"];
    [bubble setBackgroundImage:bubbleImage forState:UIControlStateNormal];
    bubble.imageView.contentMode = UIViewContentModeScaleAspectFit;
    [bubble addTarget:self action:@selector(bubbleBurst:) forControlEvents:UIControlEventTouchDown];
    [self.view addSubview:bubble];

    [UIView beginAnimations:nil context:nil];
    [UIView setAnimationDuration:5.0];
    CGAffineTransform newTransform = CGAffineTransformMakeScale(1.5, 1.5);
    bubble.transform = CGAffineTransformTranslate(newTransform, 10, -200);
    [UIView commitAnimations];
}

- (IBAction)bubbleBurst:(id)sender {
    NSLog(@"Bubble burst");
    UIButton *bubbleBurst = sender;
    [bubbleBurst removeFromSuperview];
}
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  1. Editorial Team
    Editorial Team
    2026-05-16T20:46:03+00:00Added an answer on May 16, 2026 at 8:46 pm

    Well after posting a similar question, I found the answer here

    Basically, you have to move the button frame by frame using an NSTimer. In my case I was worried there would be too many NSTimers involved moving each button, but in the end I used a single timer which loops through an array of buttons and moves them all one by one.

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