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iOS

Crystal Ball - Slow Animation

Having a tough time with the animation for the crystal ball. The animation appears to only play maybe half of the frames in a very blocky manner. Everything else with the app works fantastically. Code is below:

- (void)viewDidLoad
{
    [super viewDidLoad];

    NSString *soundPath = [[NSBundle mainBundle] pathForResource:@"crystal_ball" ofType:@"mp3"];
    NSURL *soundURL = [NSURL fileURLWithPath:soundPath];
    AudioServicesCreateSystemSoundID(CFBridgingRetain(soundURL), &soundEffect);

    self.crystalBall = [[CystalBall alloc] init];
    self.predictionLabel.numberOfLines = 6;

    self.backgroundImageView.animationImages = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"CB00001"], [UIImage imageNamed:@"CB00002"], [UIImage imageNamed:@"CB00003"], [UIImage imageNamed:@"CB00004"], [UIImage imageNamed:@"CB00005"], [UIImage imageNamed:@"CB00006"], [UIImage imageNamed:@"CB00007"], [UIImage imageNamed:@"CB00008"], [UIImage imageNamed:@"CB00009"], [UIImage imageNamed:@"CB00010"], [UIImage imageNamed:@"CB00011"], [UIImage imageNamed:@"CB00012"], [UIImage imageNamed:@"CB00013"], [UIImage imageNamed:@"C000014"], [UIImage imageNamed:@"CB00015"], [UIImage imageNamed:@"CB00016"], [UIImage imageNamed:@"CB00017"], [UIImage imageNamed:@"CB00018"], [UIImage imageNamed:@"CB00019"], [UIImage imageNamed:@"CB00020"], [UIImage imageNamed:@"CB00021"], [UIImage imageNamed:@"CB00022"], [UIImage imageNamed:@"CB00023"], [UIImage imageNamed:@"CB00024"], [UIImage imageNamed:@"CB00025"], [UIImage imageNamed:@"CB00026"], [UIImage imageNamed:@"CB00027"], [UIImage imageNamed:@"CB00028"], [UIImage imageNamed:@"CB00029"], [UIImage imageNamed:@"CB00030"], [UIImage imageNamed:@"CB00031"], [UIImage imageNamed:@"CB00032"], [UIImage imageNamed:@"CB00033"], [UIImage imageNamed:@"CB00034"], [UIImage imageNamed:@"CB00035"], [UIImage imageNamed:@"CB00036"], [UIImage imageNamed:@"CB00037"], [UIImage imageNamed:@"CB00038"], [UIImage imageNamed:@"CB00039"], [UIImage imageNamed:@"CB00040"], [UIImage imageNamed:@"CB00041"], [UIImage imageNamed:@"CB00042"], [UIImage imageNamed:@"CB00043"], [UIImage imageNamed:@"CB00044"], [UIImage imageNamed:@"CB00045"], [UIImage imageNamed:@"CB00046"], [UIImage imageNamed:@"CB00047"], [UIImage imageNamed:@"CB00048"], [UIImage imageNamed:@"CB00049"], [UIImage imageNamed:@"CB00050"], [UIImage imageNamed:@"CB00051"], [UIImage imageNamed:@"CB00052"], [UIImage imageNamed:@"CB00053"], [UIImage imageNamed:@"CB00054"], [UIImage imageNamed:@"CB00055"], [UIImage imageNamed:@"CB00056"], [UIImage imageNamed:@"CB00057"], [UIImage imageNamed:@"CB00058"], [UIImage imageNamed:@"CB00059"], [UIImage imageNamed:@"CB00060"],nil];

    self.backgroundImageView.animationDuration = 2.5f;
    self.backgroundImageView.animationRepeatCount = 1;

}

And then the makePrediction method is here:

-(void)makePrediction{
    [self.backgroundImageView startAnimating];
    self.predictionLabel.text = self.crystalBall.randomPrediction;

    [UIView animateWithDuration:5.0 animations:^{
        self.predictionLabel.alpha = 1.0;
    }];

    AudioServicesPlaySystemSound(soundEffect);
}

3 Answers

Success. I placed a breakpoint just after the array was created and saw that the array was only of length 13, instead of the 60 that I would have expected. Guess there must have been a typo in there that wasn't being caught by the compiler. I retyped the whole array and now its running nice and smooth.

congratulation on your success.

Also struggled with this for a while, the problem for me was that I kept 4 0000's even after I moved on to double digit numbers, for example : CB*0000*9, CB*000*10, CB*000*11 is the correct name not CB*0000*10, CB*0000*11