I am in the process of writing a little animation framework to do exactly this. You can find the code at github.com/st3fan/iphone-animation.
I am in the process of writing a little animation framework to do exactly this. You can find the code at github.com/st3fan/iphone-animation Key features are: Optimized for PNG images with not too many shapes on a plain background Includes a tool to convert a PNG sequence (like exported from Flash) to a simple one-file container format Keeps frames compressed in memory. Decompresses realtime.
Frames are compressed with a simple run-length encoding Typical full screen animation takes ~ 10% CPU I wrote this specifically for games in the tickletapapps.com collection. It works very well for the kind of animations used in those games. Contact me via Github if you need help.
The code is work in progress but working pretty well.
1 Thank St3fan! I am very interested in your animation framework. However when I try your build your demo I get this error : "_AnimationDecompressRunLengthEncodedPixels", referenced from .... Symbol not found".
Any ideas? Also where does your demo get its images from? - Thanks!
– Jonathan Feb 9 '10 at 2:38.
Why don't you maintain an array of images elsewhere and use -subarrayWithRange: method of the NSArray object to pick the images that you want to animate and assign it to the animationImages property of your imageView. But I don't think UIImageView provides you with mechanism to play a subarray of animationImages.
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