I need to have my character jump (increase the origin.y
by 50
and reverse) in a game I am creating.
So far I have come across two ways of doing this:
Method 1:
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
CGRect frame = self.kevinImageView.frame;
frame.origin.y = 135;
self.kevinImageView.frame = frame;
}];
Issues: At the end of every complete jump animation (up and down) the ImageView
jumps up and then back down (due probably to the tiny amount it takes for the completion
block to be called). This is noticeable and I would much rather do without it.
Method 2:
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y += 50;
self.kevinImageView.frame = frame;
}];
}];
Issues: If I tap the view (I use a UITapGuestureRecognizer
) and the ImageView
is in the completion animation (going back down), the Image View
will snap back to the bottom instead of finishing its animation. Again not a major issue, but something which I should be able to avoid.
Is there any method I have not come across which will resolve both of these issues, or a way to fix one of the methods?