iphone Programming Glossary: startanimation
cocos2d 2.0-rc2: end the director and restart http://stackoverflow.com/questions/11037134/cocos2d-2-0-rc2-end-the-director-and-restart HelloWorldLayer scene RUN THE SCENE else THERE IS A SCENE START SINCE IT WAS STOPPED AND REPLACE TO RESTART director_ startAnimation director_ replaceScene HelloWorldLayer scene director_ setDelegate id CCDirectorDelegate UIApplication sharedApplication..
Animated Splash Screen in iPhone http://stackoverflow.com/questions/12745055/animated-splash-screen-in-iphone addObject image splashImageView.animationImages imageArray splashImageView.animationDuration 0.8 and just call startAnimation and endAnimation method of UIImageView. OR Its very simple...I had used it in to begin my app with splashView.Hope it vil..
UITableView & UIScrollview stop cocos2d animations http://stackoverflow.com/questions/15185720/uitableview-uiscrollview-stop-cocos2d-animations frameRenderingSemaphore dispatch_queue_t frameRenderingDispatchQueue void mainLoop id sender @end In startAnimation the semaphore and dispatch queue are created void startAnimation ... displayLink NSClassFromString @ CADisplayLink displayLinkWithTarget.. void mainLoop id sender @end In startAnimation the semaphore and dispatch queue are created void startAnimation ... displayLink NSClassFromString @ CADisplayLink displayLinkWithTarget self selector @selector mainLoop displayLink setFrameInterval..
How to use isAnimating in an iPhone app http://stackoverflow.com/questions/4010477/how-to-use-isanimating-in-an-iphone-app a short loading before displaying your image why don't you simply use a timer You can do something like this void startAnimation yourImageView.hidden YES Keep you image hidden while loading yourLoadingAnimation startAnimating Start you loading animation..
Method for animating images (like a movie) on iPhone without using MPMoviePlayer http://stackoverflow.com/questions/442076/method-for-animating-images-like-a-movie-on-iphone-without-using-mpmovieplayer I know we could use UIImageView to do this by setting the UIImageView animationImages property and then calling startAnimation however we are going to have over 100 images in our animation so memory usage will be maxed out. Does anyone have any nice..
How to have a handler to repeat UIView animateWithDuration? http://stackoverflow.com/questions/6766955/how-to-have-a-handler-to-repeat-uiview-animatewithduration do something like this assuming you have created a canceled property. As noted in the comments the completion block's startAnimation call needs to be wrapped in an async call to avoid a stack overflow. Be sure to replace the id with whatever class type.. in an async call to avoid a stack overflow. Be sure to replace the id with whatever class type you actually have. void startAnimation UIView animateWithDuration 1.0 delay 0.0 options UIViewAnimationOptionCurveLinear UIViewAnimationOptionAllowUserInteraction..
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