Have you considered using an OpenGl view?  If you were literally
rendering a slot machine you could draw a cylinder and map the image
to the surface.

Here is an example that I wrote a couple of months ago while following
the NeHe tutorials.  I need to update it for IOS 5, but it should give
you another idea.

-bill

On Thu, May 3, 2012 at 8:32 PM, Steve Maddox <[email protected]> wrote:
> Hi Guys and Gals...
>
> I have a customer that wants to add 9 independent animations in a view
> controller with each animation consisting of 5 images...(Think slot machine
> and it's reels)...
>
> UIImageView animation by an array of image won't work because I need to
> provide slot machine like transition between each image and also keep track
> of which image is currently displayed...
>
> Going the UIView.BeginAnimations works for 1, but how would I run 9
> together? I've been checking out UIView.Animate with CALayer, but have
> brain-melted myself...
>
> Yuck...Now, never having done any "real" animations, I'm very, very unsure
> of which direction to go...
>
> Can anyone give me a push (or shove!) in a particular direction?
>
> Thanks!
>
> Steve Maddox
>
>
>
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