Graphics Reference
In-Depth Information
@end
@implementation ViewController
- ( void )viewDidLoad
{
[ super viewDidLoad ];
//create a path
self .bezierPath = [[ UIBezierPath alloc ] init ];
[ self .bezierPath moveToPoint : CGPointMake ( 0 , 150 )];
[ self .bezierPath addCurveToPoint : CGPointMake ( 300 , 150 )
controlPoint1 : CGPointMake ( 75 , 0 )
controlPoint2 : CGPointMake ( 225 , 300 )];
//draw the path using a CAShapeLayer
CAShapeLayer *pathLayer = [ CAShapeLayer layer ];
pathLayer. path = self .bezierPath. CGPath ;
pathLayer. fillColor = [ UIColor clearColor ]. CGColor ;
pathLayer. strokeColor = [ UIColor redColor ]. CGColor ;
pathLayer. lineWidth = 3.0f ;
[ self .containerView. layer addSublayer :pathLayer];
//add the ship
self .shipLayer = [ CALayer layer ];
self .shipLayer. frame = CGRectMake ( 0 , 0 , 64 , 64 );
self .shipLayer. position = CGPointMake ( 0 , 150 );
self .shipLayer. contents = ( __bridge id )[ UIImage imageNamed :
@"Ship.png" ]. CGImage ;
[ self .containerView. layer addSublayer : self .shipLayer];
//set initial values
[ self updateSliders ];
}
- ( IBAction )updateSliders
{
CFTimeInterval timeOffset = self .timeOffsetSlider. value ;
self . timeOffsetLabel. text = [ NSString stringWithFormat : @"%0.2f" ,
timeOffset];
float speed = self .speedSlider. value ;
self .speedLabel. text = [ NSString stringWithFormat : @"%0.2f" , speed];
}
- ( IBAction )play
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