CALayer
's anchorPoint
property is the correct property to use for this, with the one minor annoyance that it works in the unit coordinate space, that is, it goes from 0 to 1, not in pixels:
You specify the value for this property using the unit coordinate space. The default value of this property is (0.5, 0.5), which represents the center of the layer’s bounds rectangle. All geometric manipulations to the view occur about the specified point. For example, applying a rotation transform to a layer with the default anchor point causes the layer to rotate around its center. Changing the anchor point to a different location would cause the layer to rotate around that new point.
Because of this, setting an anchor point in pixels would obviously result in some very strange behaviour. You would need to calculate your new anchor point in the unit coordinate space for it to work properly, so, instead of doing something like this:
board.layer.anchorPoint = CGPointMake(ball.x, ball.y);
you would do this:
board.layer.anchorPoint = CGPointMake(ball.x / board.layer.bounds.size.width,
ball.y / board.layer.bounds.size.height);
UPDATE: When you change the anchorPoint
property, the view will move, because the anchorPoint
, which is set relative to the layer in the unit coordinate space, is anchored to the layer's position
property, which is set in the superview's coordinate space. In this way, when you change the value of the anchorPoint
property, the view will move such that the point at the new anchor point is at the same place as the old one. You will need to compensate for this, as described in this answer.