I am trying to use this bit of code: [[myUIView layer] addSublayer: layer]; [myScrollView addSubview:myUIView];
For an animation effect perfectly suited to an animation group approach as shown in Brad Larson\'s answer here, I need the animation to proceed according to inputs. Specifically touch and position of
You would be familiar with the games where a train moves slowly along a track that is made from puzzle pieces - if you can\'t tile more pieces onto the track the train crashes and you lose. One way to
I have a CAKeyframeAnimation that calls animationDidStart: and animationDidStop:finished:, as expected, when the animation is allowed to run its course.
I need to synchronize a path animation on two different layers (one is used as a mask for another layer, the other shows a graphical element that follows the path, i.e. draws the mask). If I just set
I am looking for a more convenient way of drawing a path than by drawing it programmatically. Is there any way of drawing a path in Photoshop (or Illustrator) and getting that path to the iPhone to us
I want to draw a path gradually, i.e. I want the path to appear as if it is drawn by hand. I have managed to create the path I need. I have also managed to create a CAKeyFrameAnimation that uses this
I\'m trying to make an key frame animation that lets a image view fly around a circle. I\'m using CGPathAddCurveToPoint to make the key frame points. The problem is that the image view always uses the
I\'m using a CAKeyframeAnimation to animate a view along a CGPath. When the animation is done, I\'d like to be able to call some other method to perform another action. Is there a good way to do this?
I\'m having an intermittent problem when I move a UIImageView around the screen using CAKeyframeAnimation. I want the position of the UIImageView to remain where the animation ends when it is done. Th