Hi, all!
I'm developing a game in which I want my image to reduce in size gradually. I'm reducing the frame size gradually in my code when it works fine. [I've already used CGAffineTransform and it doesn't suit my requirement.]
-(void)function
{
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
if(ravanImage1.center.y>=300&&ravanImage1.center.y<=370)
{
q=60;
z=60;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
if(ravanImage1.center.y>=230&&ravanImage1.center.y<=299)
{
q=40;
z=40;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
if(ravanImage1.center.y>=150&&ravanImage1.center.y<=229)
{
q=20;
z=20;
ravanImage1.frame=CGRectMake(150,((ravanImage1.frame.origin.y)-5),q,z);
}
}
But when I apply a while loop for the same code specifying wheather at what point to stop reducing the frame("while that point isn't reached"), it doesn't show the image frame reduction little by little as it shows it otherwise, but directly places the image at the end point with proper frame. I want it to get displyed the way it gets without the while loop i.e. reduction little by little. Yes, while debugging it steps through all the steps properly. Can anybody please help me?