Animation using NSTimer: I need a little help...

Discussion in 'iOS Programming' started by bbowie, Mar 25, 2010.

  1. bbowie macrumors newbie

    Joined:
    Mar 25, 2010
    #1
    I am building an app that will feature a series of "splash" images that fade in and out (one at a time) on the first screen. I will paste the code I have pulled together (some by myself, and some with help from others) below. I am getting an error that "request for member 'imageView' not a structure or union".

    I am a relative noob at this, but I am sure I am not declaring something correctly or something along those lines... Any help that anyone can give would be GREATLY appreciated..

    Code:
    BOOL isRunning;
    int numTimer;
    
    
    -(void)viewDidLoad 
    {
    	//Creating array with splash images
    	NSMutableArray * imageViewArray = [[NSMutableArray alloc] init]; 	
    	for (int i = 0; i < IMAGE_COUNT; i++)
    	{
    		UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(275, 70, 225, 200)]; 
    		imageView.image = [UIImage imageNamed:[NSString stringWithFormat:@"splash_%d.png", i]]; 
    		[imageViewArray addObject:imageView]; 
    		
    		imageView.alpha = 0; 
    		[self.view addSubview:imageView];
    		
    		[imageView release];
    	}
    	
    	//self.imageView = imageViewArray;
    	[imageViewArray release];
    	
    
    	
    	[NSTimer scheduledTimerWithTimeInterval:5 target:self selector:@selector(timerRunning) userInfo:nil repeats:YES];
    	numTimer = 0;
    	isRunning = YES;
    	//I would fade in the first image right now and then each timer event would just swap images, one fades out and the next fades in
    	UIImageView *next = [self.imageView objectAtIndex:numTimer];
    	[UIView beginAnimations:nil context:NULL];
    	[UIImageView setAnimationCurve:UIViewAnimationCurveLinear];  
    	[UIImageView setAnimationDuration:2.0];
    	next.alpha = 0.75; 
    	[UIImageView commitAnimations];
    		
    }
    
    -(void)timerRunning 
    {
    	UIImageView *imageView = [self.imageView objectAtIndex:numTimer];
    	//fade out current image.....
    	[UIView beginAnimations:nil context:NULL];
    	[UIImageView setAnimationCurve:UIViewAnimationCurveLinear];  
    	[UIImageView setAnimationDuration:2.0];
    	imageView.alpha = 0; 
    	[UIImageView commitAnimations];
    	
    	
    	//get next image to show
    	if (numTimer < IMAGE_COUNT)
    	{
    		
    	UIImageView *next = [self.imageView objectAtIndex:++numTimer];
    	//fade in next image...
    	[UIView beginAnimations:nil context:NULL];
    	[UIImageView setAnimationCurve:UIViewAnimationCurveLinear];  
    	[UIImageView setAnimationDuration:2.0];
    	next.alpha = 0.75; 
    	[UIImageView commitAnimations];
    	}
    	
    }
     
  2. bbowie thread starter macrumors newbie

    Joined:
    Mar 25, 2010

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