I am currently designing a little game as a learning project and it is basically the following, a image is rotated and scaled on viewDidLoad
and another image is a direct copy of the original image.
So basically there is a image that is a little bit different from the other, the objective is to scale it back down, rotate it and move it on top of the other image with 5 pixels, 5 degrees of rotate and 5 percent scale.
I have run into an issue. I "skew" the image using the following code...
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI/2.5);
image.transform = CGAffineTransformScale(transform, 1.25, 1.25);
My pan gesture does not perform correctly after rotating the image and then scaling it 125%.
Does anyone know what could be going on here? By incorrectly I mean that it doesn't move around with my finger.. It seems to glide or go the opposite direction. Video .
My pan gesture method is below.
if (gesture.state == UIGestureRecognizerStateBegan || gesture.state == UIGestureRecognizerStateChanged) {
CGPoint translation = [gesture translationInView:image];
//if within game field
if((image.center.x + translation.x) > 50.0 && (image.center.x + translation.x) < 255.0 && (image.center.y + translation.y) > 50.0 && (image.center.y + translation.y) < 302) {
[image setCenter:CGPointMake([image center].x + translation.x, [image center].y + translation.y)]; //move it
}
}
[gesture setTranslation:CGPointZero inView:[image superview]];
if(gesture.state == UIGestureRecognizerStateEnded) [self didWin]; // not relevant to question
Does anyone know why pan performs incorrectly after I rotate and scale my image? When I comment out those first two lines of code the pan performs correctly and moves around with the users finger.
Thanks in advance for any suggestions or help!