Question : UIImage app - Placing an Image at x,y

In xcode,

what project type should I use  (iPhone SDK v 4)
and how do I set up a project to make an app to draw an image to the screen at x,y
and listen for taps/clicks

Answer : UIImage app - Placing an Image at x,y

There is -drawAtPoint: method in UIImage, if I understand the question.

If you have a UIView and need to set an image as a background, this code will help:

UIColor* bKColor = [[UIColor alloc] initWithPatternImage[UIImage imageNamed: @"MyBkgnd.png"]];
self.view.backgroundColor = bkColor;
[bkColor release];

If you need to draw something in a view, you can use drawInRect: method.
In the view .m file you usually have:
- (id)initWithFrame:(CGRect)frame {
    if (self = [super initWithFrame:frame]) {
        // Initialization code
    return self;

- (void)drawRect:(CGRect)rect {
    // Drawing code

In the initWithFrame you can initialize the image and in drawInRect draw it.
For example so:
- (void)drawRect:(CGRect)rect {
        CGContextRef context = UIGraphicsGetCurrentContext();
        UIImage *myImage = [UIImage imageNamed:@"anImage.jpg"];
        CGPoint imagePoint = CGPointMake(10, 10);
        [myImage drawAtPoint:imagePoint];
        [myImage release];

Do you see the following line: [myImage drawAtPoint:imagePoint]; ?
it draws the image at point 10, 10.

I can recommend you this tutorial:
iPhone SDK: Learning About Touch Events & Basic Game Animation
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