Hi,
I used the solution here http://stackoverflow.com/questions/2863626/using-cgcontext-to-display-a-sprite-sheet-iphone to create an animated spritesheet class (A child of UIImageView) that takes in a huge (200+) frame spritesheet and animates it using a firing NSTimer.
I was wondering if anyone had any ideas how to control the resultant memory explosion?
Code is as follows:
-(void)animationIncrease:(NSTimer *)firingTimer
{
self.currentFrame++;
if (self.currentFrame >= self.totalFrameCount) {
self.currentFrame = 0;
}
CGRect framedRect = CGRectMake(0, self.frameHeight * self.currentFrame, self.frameWidth, self.frameHeight);
self.image = [UIImage imageWithCGImage:CGImageCreateWithImageInRect([self.spriteSheet CGImage] , framedRect)];
}