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@IBOutlet weak var monsterImg: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
var imgArray = [UIImage]()
//init your image array, for example
for var x = 1; x <= 4; x++ {
let img = UIImage(named: "idle\(x).png")
imgArray.append(img!)
}
monsterImg.animationImages = imgArray
monsterImg.animationDuration = 0.8
monsterImg.animationRepeatCount = 0
monsterImg.startAnimating()
//animationImages
//An array of UIImage objects to use for an animation.
//animationDuration
//The amount of time it takes to go through one cycle of the images.
//The time duration is measured in seconds. The default value of this property is equal to the number of images multiplied by 1/30th of a second. Thus, if you had 30 images, the value would be 1 second.
//animationRepeatCount
//Specifies the number of times to repeat the animation.
//The default value is 0, which specifies to repeat the animation indefinitely.
}
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