I have a UIImageView that is set to move up and down the screen with the value of the accelerometer, using the following code:
ship.center = CGPointMake(ship.center.x, ship.center.y+shipPosition.y);
Where shipPosition
is a CGPoint set in the accelerometerDidAccelerate method using:
shipPosition.y = acceleration.x*60;
Obviously this works fine, it is very simple. I run into trouble when I try to something equally simple, vary the rotation of the image depending on its acceleration. I do this using:
ship.transform = CGAffineTransformMakeRotation(shipPosition.y);
For some reason this causes a very strange thing to happen, in that the image snaps back to its origin every time the main method is called. I can see frames where the image moves to where it should be, but then instantly snaps back.
This problem only happens when I have the rotation line in, commented out it works fine. I have no idea what is going on here, I have done this many times for different apps and i never had such a problem. In fact I copied my code from a different app I created where it works fine.
EDIT:
What really confuses me is when I change the angle of the rotation from the acceleration to the position of the ship using:
ship.transform = CGAffineTransformMakeRotation(ship.center.y/10);
When I do this, the ship actually rotates based on the accelerometer but does not move, which is crazy because a changing ship.center.y
means the position of the ship is changing, but it's not!!