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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Record management system java web framework

    - by Kamil Tomšík
    We're currently reconsidering technologies and frameworks to get more agile with "simple" RMS CRUD-based projects. In short, short-living things like this Right now we have a custom extension on top of SmartGWT but after some time it has proven not to be flexible enough. I also personally dislike the java-js compilation process and the whole GWT codebase. Not only is the design ugly, it also makes certain low-level js things very complicated if not completely impossible. So what I'm looking for is: closest to web as possible, like JSF or possibly Tapestry, it is very important to be able get "low" and weave framework if necessary. Happens more often than we thought. datagrid capable - Ext.js & PrimeFaces looks pretty good, Vaadin does too. db-schema generators (optional, no matter in which way) If it were only on me, I'd probably stick to Ext.js + custom rest-based java solution, possibly generated from database schema (not sure about concrete tooling yet). I only have experience with vanilla Ext.js, vanilla GWT and JSF 2.0 / Seam, so it hard for me to judge or even propose other frameworks. What would be your proposition? What are the problems you've faced? What was your solution and how hard do you think it was to deal with them in "big picture"?

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  • RMS java web framework

    - by Kamil Tomšík
    We're currently reconsidering technologies and frameworks to get more agile with "simple" RMS CRUD-based projects. In short, short-living things like this Right now we have custom extension on top of SmartGWT but after some time it has proven not to be enough flexible. I also personally dislike that java-js compilation process and the whole GWT codebase. Not only its ugly designed, it also makes certain low-level js things very complicated if not completely impossible. So what I'm looking for is: closest to web as possible, like JSF or possibly Tapestry, it is very important to be able get "low" and weave framework if necessary. Happens more often than we thought. datagrid capable - Ext.js & PrimeFaces looks pretty good, Vaadin does too. db-schema generators (optional, no matter in which way) If it were only on me, I'd probably stick to Ext.js + custom rest-based java solution, possibly generated from database schema (not sure about concrete tooling yet) I only does have experience with vanilla Ext.js, vanilla GWT and JSF 2.0 / Seam, so it kinda hard for me to judge or even propose other frameworks. What would be your proposition? What are the problems you've faced, what was your solution and how hard do you think it was to deal with them in "big picture"?

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • Problem with Google Web Toolkit Maven Plugin

    - by arreche
    I got an error following the PetClinic GWT application in less then 30 minutes Any idea? C:\Users\user\Desktop\petclinic>mvn -e gwt:run + Error stacktraces are turned on. [INFO] Scanning for projects... [INFO] ------------------------------------------------------------------------ [INFO] Building petclinic [INFO] task-segment: [gwt:run] [INFO] ------------------------------------------------------------------------ [INFO] Preparing gwt:run [INFO] [aspectj:compile {execution: default}] [INFO] [resources:resources {execution: default-resources}] [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 4 resources [INFO] [compiler:compile {execution: default-compile}] [INFO] Nothing to compile - all classes are up to date Downloading: http://repository.springsource.com/maven/bundles/release/org/codeha us/plexus/plexus-components/1.1.6/plexus-components-1.1.6.pom [INFO] Unable to find resource 'org.codehaus.plexus:plexus-components:pom:1.1.6' in repository com.springsource.repository.bundles.release (http://repository.sp ringsource.com/maven/bundles/release) Downloading: http://repository.springsource.com/maven/bundles/external/org/codeh aus/plexus/plexus-components/1.1.6/plexus-components-1.1.6.pom [INFO] Unable to find resource 'org.codehaus.plexus:plexus-components:pom:1.1.6' in repository com.springsource.repository.bundles.external (http://repository.s pringsource.com/maven/bundles/external) Downloading: http://repository.springsource.com/maven/bundles/milestone/org/code haus/plexus/plexus-components/1.1.6/plexus-components-1.1.6.pom [INFO] Unable to find resource 'org.codehaus.plexus:plexus-components:pom:1.1.6' in repository com.springsource.repository.bundles.milestone (http://repository. springsource.com/maven/bundles/milestone) Downloading: http://maven.springframework.org/milestone/org/codehaus/plexus/plex us-components/1.1.6/plexus-components-1.1.6.pom [INFO] Unable to find resource 'org.codehaus.plexus:plexus-components:pom:1.1.6' in repository spring-maven-milestone (http://maven.springframework.org/mileston e) Downloading: http://google-web-toolkit.googlecode.com/svn/2.1.0.M1/gwt/maven/org /codehaus/plexus/plexus-components/1.1.6/plexus-components-1.1.6.pom [INFO] Unable to find resource 'org.codehaus.plexus:plexus-components:pom:1.1.6' in repository gwt-repo (http://google-web-toolkit.googlecode.com/svn/2.1.0.M1/g wt/maven) Downloading: http://repo1.maven.org/maven2/org/codehaus/plexus/plexus-components /1.1.6/plexus-components-1.1.6.pom [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Error building POM (may not be this project's POM). Project ID: org.codehaus.plexus:plexus-components:pom:1.1.6 Reason: Cannot find parent: org.codehaus.plexus:plexus for project: org.codehaus .plexus:plexus-components:pom:1.1.6 for project org.codehaus.plexus:plexus-compo nents:pom:1.1.6 [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Unable to get dependency information: Unable to read the metadata file for artifact 'org.codehaus.plexus :plexus-compiler-api:jar': Cannot find parent: org.codehaus.plexus:plexus for pr oject: org.codehaus.plexus:plexus-components:pom:1.1.6 for project org.codehaus. plexus:plexus-components:pom:1.1.6 org.codehaus.plexus:plexus-compiler-api:jar:1.5.3 from the specified remote repositories: com.springsource.repository.bundles.release (http://repository.springsource.co m/maven/bundles/release), com.springsource.repository.bundles.milestone (http://repository.springsource. com/maven/bundles/milestone), spring-maven-snapshot (http://maven.springframework.org/snapshot), com.springsource.repository.bundles.external (http://repository.springsource.c om/maven/bundles/external), spring-maven-milestone (http://maven.springframework.org/milestone), central (http://repo1.maven.org/maven2), gwt-repo (http://google-web-toolkit.googlecode.com/svn/2.1.0.M1/gwt/maven), codehaus.org (http://snapshots.repository.codehaus.org), JBoss Repo (http://repository.jboss.com/maven2) Path to dependency: 1) org.codehaus.mojo:gwt-maven-plugin:maven-plugin:1.3.1.google at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(Defa ultLifecycleExecutor.java:711) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeStandalone Goal(DefaultLifecycleExecutor.java:569) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(Defau ltLifecycleExecutor.java:539) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHan dleFailures(DefaultLifecycleExecutor.java:387) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegmen ts(DefaultLifecycleExecutor.java:348) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLi fecycleExecutor.java:180) at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:328) at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:138) at org.apache.maven.cli.MavenCli.main(MavenCli.java:362) at org.apache.maven.cli.compat.CompatibleMain.main(CompatibleMain.java:6 0) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl. java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAcces sorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315) at org.codehaus.classworlds.Launcher.launch(Launcher.java:255) at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430) at org.codehaus.classworlds.Launcher.main(Launcher.java:375) Caused by: org.apache.maven.artifact.resolver.ArtifactResolutionException: Unabl e to get dependency information: Unable to read the metadata file for artifact ' org.codehaus.plexus:plexus-compiler-api:jar': Cannot find parent: org.codehaus.p lexus:plexus for project: org.codehaus.plexus:plexus-components:pom:1.1.6 for pr oject org.codehaus.plexus:plexus-components:pom:1.1.6 org.codehaus.plexus:plexus-compiler-api:jar:1.5.3 from the specified remote repositories: com.springsource.repository.bundles.release (http://repository.springsource.co m/maven/bundles/release), com.springsource.repository.bundles.milestone (http://repository.springsource. com/maven/bundles/milestone), spring-maven-snapshot (http://maven.springframework.org/snapshot), com.springsource.repository.bundles.external (http://repository.springsource.c om/maven/bundles/external), spring-maven-milestone (http://maven.springframework.org/milestone), central (http://repo1.maven.org/maven2), gwt-repo (http://google-web-toolkit.googlecode.com/svn/2.1.0.M1/gwt/maven), codehaus.org (http://snapshots.repository.codehaus.org), JBoss Repo (http://repository.jboss.com/maven2) Path to dependency: 1) org.codehaus.mojo:gwt-maven-plugin:maven-plugin:1.3.1.google at org.apache.maven.artifact.resolver.DefaultArtifactCollector.recurse(D efaultArtifactCollector.java:430) at org.apache.maven.artifact.resolver.DefaultArtifactCollector.collect(D efaultArtifactCollector.java:74) at org.apache.maven.artifact.resolver.DefaultArtifactResolver.resolveTra nsitively(DefaultArtifactResolver.java:316) at org.apache.maven.artifact.resolver.DefaultArtifactResolver.resolveTra nsitively(DefaultArtifactResolver.java:304) at org.apache.maven.plugin.DefaultPluginManager.ensurePluginContainerIsC omplete(DefaultPluginManager.java:835) at org.apache.maven.plugin.DefaultPluginManager.getConfiguredMojo(Defaul tPluginManager.java:647) at org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPlugi nManager.java:468) at org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(Defa ultLifecycleExecutor.java:694) ... 17 more Caused by: org.apache.maven.artifact.metadata.ArtifactMetadataRetrievalException : Unable to read the metadata file for artifact 'org.codehaus.plexus:plexus-comp iler-api:jar': Cannot find parent: org.codehaus.plexus:plexus for project: org.c odehaus.plexus:plexus-components:pom:1.1.6 for project org.codehaus.plexus:plexu s-components:pom:1.1.6 at org.apache.maven.project.artifact.MavenMetadataSource.retrieveRelocat edProject(MavenMetadataSource.java:200) at org.apache.maven.project.artifact.MavenMetadataSource.retrieveRelocat edArtifact(MavenMetadataSource.java:94) at org.apache.maven.artifact.resolver.DefaultArtifactCollector.recurse(D efaultArtifactCollector.java:387) ... 24 more Caused by: org.apache.maven.project.ProjectBuildingException: Cannot find parent : org.codehaus.plexus:plexus for project: org.codehaus.plexus:plexus-components: pom:1.1.6 for project org.codehaus.plexus:plexus-components:pom:1.1.6 at org.apache.maven.project.DefaultMavenProjectBuilder.assembleLineage(D efaultMavenProjectBuilder.java:1396) at org.apache.maven.project.DefaultMavenProjectBuilder.assembleLineage(D efaultMavenProjectBuilder.java:1407) at org.apache.maven.project.DefaultMavenProjectBuilder.assembleLineage(D efaultMavenProjectBuilder.java:1407) at org.apache.maven.project.DefaultMavenProjectBuilder.buildInternal(Def aultMavenProjectBuilder.java:823) at org.apache.maven.project.DefaultMavenProjectBuilder.buildFromReposito ry(DefaultMavenProjectBuilder.java:255) at org.apache.maven.project.artifact.MavenMetadataSource.retrieveRelocat edProject(MavenMetadataSource.java:163) ... 26 more Caused by: org.apache.maven.project.InvalidProjectModelException: Parse error re ading POM. Reason: expected START_TAG or END_TAG not TEXT (position: TEXT seen . ..<role>Developer</role>\n 6878/?\r</... @163:16) for project org.codehaus .plexus:plexus at C:\Users\user\.m2\repository\org\codehaus\plexus\plexus\1.0.8\ plexus-1.0.8.pom at org.apache.maven.project.DefaultMavenProjectBuilder.readModel(Default MavenProjectBuilder.java:1610) at org.apache.maven.project.DefaultMavenProjectBuilder.readModel(Default MavenProjectBuilder.java:1571) at org.apache.maven.project.DefaultMavenProjectBuilder.findModelFromRepo sitory(DefaultMavenProjectBuilder.java:562) at org.apache.maven.project.DefaultMavenProjectBuilder.assembleLineage(D efaultMavenProjectBuilder.java:1392) ... 31 more Caused by: org.codehaus.plexus.util.xml.pull.XmlPullParserException: expected ST ART_TAG or END_TAG not TEXT (position: TEXT seen ...<role>Developer</role>\n 6878/?\r</... @163:16) at hidden.org.codehaus.plexus.util.xml.pull.MXParser.nextTag(MXParser.ja va:1095) at org.apache.maven.model.io.xpp3.MavenXpp3Reader.parseDeveloper(MavenXp p3Reader.java:1389) at org.apache.maven.model.io.xpp3.MavenXpp3Reader.parseModel(MavenXpp3Re ader.java:1944) at org.apache.maven.model.io.xpp3.MavenXpp3Reader.read(MavenXpp3Reader.j ava:3912) at org.apache.maven.project.DefaultMavenProjectBuilder.readModel(Default MavenProjectBuilder.java:1606) ... 34 more [INFO] ------------------------------------------------------------------------ [INFO] Total time: 11 seconds [INFO] Finished at: Fri May 21 20:28:23 BST 2010 [INFO] Final Memory: 45M/205M [INFO] ------------------------------------------------------------------------

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  • How can I use CSS pseudo-classes with GWT's UiBinder?

    - by David
    I've been using the in-line styles approach as recommended by GWT's UiBinder documentation. I'm puzzled, though, about how to use CSS pseudo-classes with UiBinder; for example, suppose I would otherwise (without UiBinder) have this CSS rule: #myLink:hover { background:blue } Can I implement that rule in UiBinder?

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  • Is it possible to put GWT application on vkonakte.ru?

    - by Vasil Remeniuk
    Hi, Does anyone know if it's possible to put GWT application on vkontakte.ru (for the note, it's the most popular social networking site for the russian-speaking audience, 75+ mln subscribers). I know that integration with Facebook is possible, but as long as vkontakte.ru is not a direct Facebook-clone (they use different engines), I'm not sure, the same integration scenario will work for vkontakte. Thanks in advance!

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  • How to know strong name of GWT serialization policy at the time of host page generation?

    - by Alexander Vasiljev
    There is an excellent article describing a way to embed GWT RPC payload into the host page. A key element is missing there is how to know Strong Name of RPC serialization policy at run time. Strong Name is computed at the compile time, put into the client and obfurscated. Strong name is sent to the server with RPC request as described here. What would you suggest to make this parameter available at the time of host page generation?

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  • How do I determine whether I am going "forward" or "backward" through my History in GWT?

    - by Stephen Cagle
    I am looking at History and History JavaDocs in GWT and I notice that there is no way to tell whether the forward or backward button was pressed (either pragmatically or by the user). The "button press" is handled by your registered addValueChangeHandler, but the only thing passed to the handler is a string on your history stack. There is no indication as to whether the "History" is moving "back" (using the back arrow button) or "forward" (using the right arrow button). Is there any way to determine this?

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  • How to make GWT RichTextArea transparent under Internet Explorer?

    - by Style
    Dear all, By default GWT RichTextArea is transparent against the body background etc, this is true for Firefox, Chrome and Safari. But for Internet Explorer, it is not. Changing the css for like background-color etc doesn't seems to help, it is still giving me a white background within RichTextArea. Need your assistance, thanks in advance :)

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  • how to call a javascript fucntion from an included javacript file using GWT?

    - by subh
    I have a function Load() in a js file which I added to the GWT module. I am trying to call it using private static native void load() /*-{ $doc.Load(); }-*/; but it gives me error like Error(s) occurred! (TypeError): $doc.Load is not a function fileName: http://localhost:8888/myapp/888C05FB242806B071A932498F6B5AD9.cache.html lineNumber: 1224 I even tried with $wnd.Load() What the proper way of calling it?

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  • iPhone UIView Animation Disables UIButton Subview

    - by bensnider
    So I've got a problem with buttons and animations. Basically, I'm animating a view using the UIView animations while also trying to listen for taps on the button inside the view. The view is just as large as the button, and the view is actually a subclass of UIImageView with an image below the button. The view is a subview of a container view placed in Interface Builder with user interaction enabled and clipping enabled. All the animation and button handling is done in this UIImageView subclass, while the startFloating message is sent from a separate class as needed. If I do no animation, the buttonTapped: message gets sent correctly, but during the animation it does not get sent. I've also tried implementing the touchesEnded method, and the same behavior occurs. UIImageView subclass init (I have the button filled with a color so I can see the frame gets set properly, which it does): - (id)initWithImage:(UIImage *)image { self = [super initWithImage:image]; if (self != nil) { // ...stuffs UIButton *tapBtn = [UIButton buttonWithType:UIButtonTypeCustom]; tapBtn.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height); [tapBtn addTarget:self action:@selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside]; tapBtn.backgroundColor = [UIColor cyanColor]; [self addSubview:tapBtn]; self.userInteractionEnabled = YES; } return self; } Animation method that starts the animation (if I don't call this the button works correctly): - (void)startFloating { [UIView beginAnimations:@"floating" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:10.0f]; self.frame = CGRectMake(self.frame.origin.x, -self.frame.size.height, self.frame.size.width, self.frame.size.height); [UIView commitAnimations]; } So, to be clear: Using the UIView animation effectively disables the button. Disabling the animation causes the button to work. The button is correctly sized and positioned on screen, and moves along with the view correctly.

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  • How do I perform a flip and grow animation like in iPhoto 09?

    - by Austin
    I'm developing a Cocoa application and want to be able to click a button in one of the views in my NSCollectionView and have a details view flip open and position to the middle of the screen like it does in iPhoto 09 when you click the "i" in the bottom-right hand corner of a photo. The photo "flips" and grows, centered on the window to reveal details about the photo. I'm guessing they're using Core Animation to achieve this. I've been looking at the Lemur Flip example, but when I try to modify it to add repositioning code to the animation, it throws off the flip. Here is the positioning code I've added to the - (IBAction)flip:(id)sender; code of LemurFlip: ... [CATransaction begin]; { NSSize supersize = contentView.frame.size; // Size of window content view NSSize subsize = frontView.frame.size; // Size of view we're flipping out if(!frontView.isHidden) { // Move views to middle of the window [[backView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; [[frontView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; } else { // Return views to point of origin [[backView animator] setFrameOrigin:NSMakePoint(0, 0)]; [[frontView animator] setFrameOrigin:NSMakePoint(0, 0)]; } [hiddenLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:NO] forKey:@"flipGroup"]; [visibleLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:YES] forKey:@"flipGroup"]; } [CATransaction commit]; ... Is there a good example of how to do this or some rules for combining these sort of animations?

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  • Adventures in Windows 8: Working around the navigation animation issues in LayoutAwarePage

    - by Laurent Bugnion
    LayoutAwarePage is a pretty cool add-on to Windows 8 apps, which facilitates greatly the implementation of orientation-aware (portrait, landscape) as well as state-aware (snapped, filled, fullscreen) apps. It has however a few issues that are obvious when you use transformed elements on your page. Adding a LayoutAwarePage to your application If you start with a blank app, the MainPage is a vanilla Page, with no such feature. In order to have a LayoutAwarePage into your app, you need to add this class (and a few helpers) with the following operation: Right click on the Solution and select Add, New Item from the context menu. From the dialog, select a Basic Page (not a Blank Page, which is another vanilla page). If you prefer, you can also use Split Page, Items Page, Item Detail Page, Grouped Items Page or Group Detail Page which are all LayoutAwarePages. Personally I like to start with a Basic Page, which gives me more creative freedom. Adding this new page will cause Visual Studio to show a prompt asking you for permission to add additional helper files to the Common folder. One of these helpers in the LayoutAwarePage class, which is where the magic happens. LayoutAwarePage offers some help for the detection of orientation and state (which makes it a pleasure to design for all these scenarios in Blend, by the way) as well as storage for the navigation state (more about that in a future article). Issue with LayoutAwarePage When you use UI elements such as a background picture, a watermark label, logos, etc, it is quite common to do a few things with those: Making them partially transparent (this is especially true for background pictures; for instance I really like a black Page background with a half transparent picture placed on top of it). Transforming them, for instance rotating them a bit, scaling them, etc. Here is an example with a picture of my two beautiful daughters in the Bird Park in Kuala Lumpur, as well as a transformed TextBlock. The image has an opacity of 40% and the TextBlock a simple RotateTransform. If I create an application with a MainPage that navigates to this LayoutAwarePage, however, I will have a very annoying effect: The background picture appears with an Opacity of 100%. The TextBlock is not rotated. This lasts only for less than a second (during the navigation animation) before the elements “snap into place” and get their desired effect. Here is the XAML that cause the annoying effect: <common:LayoutAwarePage x:Name="pageRoot" x:Class="App13.BasicPage1" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:common="using:App13.Common" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d"> <Grid Style="{StaticResource LayoutRootStyle}"> <Grid.RowDefinitions> <RowDefinition Height="140" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Image Source="Assets/el20120812025.jpg" Stretch="UniformToFill" Opacity="0.4" Grid.RowSpan="2" /> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Button x:Name="backButton" Click="GoBack" IsEnabled="{Binding Frame.CanGoBack, ElementName=pageRoot}" Style="{StaticResource BackButtonStyle}" /> <TextBlock x:Name="pageTitle" Grid.Column="1" Text="Welcome" Style="{StaticResource PageHeaderTextStyle}" /> </Grid> <TextBlock HorizontalAlignment="Center" TextWrapping="Wrap" Text="Welcome to my Windows 8 Application" Grid.Row="1" VerticalAlignment="Bottom" FontFamily="Segoe UI Light" FontSize="70" FontWeight="Light" TextAlignment="Center" Foreground="#FFFFA200" RenderTransformOrigin="0.5,0.5" UseLayoutRounding="False" d:LayoutRounding="Auto" Margin="0,0,0,153"> <TextBlock.RenderTransform> <CompositeTransform Rotation="-6.545" /> </TextBlock.RenderTransform> </TextBlock> <VisualStateManager.VisualStateGroups> [...] </VisualStateManager.VisualStateGroups> </Grid> </common:LayoutAwarePage> Solving the issue In order to solve this “snapping” issue, the solution is to wrap the elements that are transformed into an empty Grid. Honestly, to me it sounds like a bug in the LayoutAwarePage navigation animation, but thankfully the workaround is not that difficult: Simple change the main Grid as follows: <Grid Style="{StaticResource LayoutRootStyle}"> <Grid.RowDefinitions> <RowDefinition Height="140" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Grid Grid.RowSpan="2"> <Image Source="Assets/el20120812025.jpg" Stretch="UniformToFill" Opacity="0.4" /> </Grid> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Button x:Name="backButton" Click="GoBack" IsEnabled="{Binding Frame.CanGoBack, ElementName=pageRoot}" Style="{StaticResource BackButtonStyle}" /> <TextBlock x:Name="pageTitle" Grid.Column="1" Text="Welcome" Style="{StaticResource PageHeaderTextStyle}" /> </Grid> <Grid Grid.Row="1"> <TextBlock HorizontalAlignment="Center" TextWrapping="Wrap" Text="Welcome to my Windows 8 Application" VerticalAlignment="Bottom" FontFamily="Segoe UI Light" FontSize="70" FontWeight="Light" TextAlignment="Center" Foreground="#FFFFA200" RenderTransformOrigin="0.5,0.5" UseLayoutRounding="False" d:LayoutRounding="Auto" Margin="0,0,0,153"> <TextBlock.RenderTransform> <CompositeTransform Rotation="-6.545" /> </TextBlock.RenderTransform> </TextBlock> </Grid> <VisualStateManager.VisualStateGroups> [...] </Grid> Hopefully this will help a few people, I banged my head on the wall for a while before someone at Microsoft pointed me to the solution ;) Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • C++ FBX Animation Importer Using the FBX SDK

    - by Mike Sawayda
    Does anyone have any experience using the FBX SDK to load in animations. I got the meshes loaded in correctly with all of their verts, indices, UV's, and normals. I am just now trying to get the Animations working correctly. I have looked at the FBX SDK documentation with little help. If someone could just help me get started or point me in the right direction I would greatly appreciate it. I added some code so you can kinda get an idea of what I am doing. I should be able to place that code anywhere in the load FBX function and have it work. //GETTING ANIMAION DATA for(int i = 0; i < scene->GetSrcObjectCount<FbxAnimStack>(); ++i) { FbxAnimStack* lAnimStack = scene->GetSrcObject<FbxAnimStack>(i); FbxString stackName = "Animation Stack Name: "; stackName += lAnimStack->GetName(); string sStackName = stackName; int numLayers = lAnimStack->GetMemberCount<FbxAnimLayer>(); for(int j = 0; j < numLayers; ++j) { FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(j); FbxString layerName = "Animation Stack Name: "; layerName += lAnimLayer->GetName(); string sLayerName = layerName; queue<FbxNode*> nodes; FbxNode* tempNode = scene->GetRootNode(); while(tempNode != NULL) { FbxAnimCurve* lAnimCurve = tempNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if(lAnimCurve != NULL) { //I know something needs to be done here but I dont know what. } for(int i = 0; i < tempNode->GetChildCount(false); ++i) { nodes.push(tempNode->GetChild(i)); } if(nodes.size() > 0) { tempNode = nodes.front(); nodes.pop(); } else { tempNode = NULL; } } } } Here is the full function bool FBXLoader::LoadFBX(ParentMeshObject* _parentMesh, char* _filePath, bool _hasTexture) { FbxManager* fbxManager = FbxManager::Create(); if(!fbxManager) { printf( "ERROR %s : %d failed creating FBX Manager!\n", __FILE__, __LINE__ ); } FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(ioSettings); FbxString filePath = FbxGetApplicationDirectory(); fbxManager->LoadPluginsDirectory(filePath.Buffer()); FbxScene* scene = FbxScene::Create(fbxManager, ""); int fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; int fileFormat; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* importer = FbxImporter::Create(fbxManager, ""); if(!fbxManager->GetIOPluginRegistry()->DetectReaderFileFormat(_filePath, fileFormat)) { //Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY fileFormat = fbxManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)"); } bool importStatus = importer->Initialize(_filePath, fileFormat, fbxManager->GetIOSettings()); importer->GetFileVersion(fileMinor, fileMinor, fileRevision); if(!importStatus) { printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ ); return false; } importStatus = importer->Import(scene); if(!importStatus) { printf( "ERROR %s : %d FbxImporter failed to import the file to the scene!\n", __FILE__, __LINE__ ); return false; } FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if(sceneAxisSystem != axisSystem) { axisSystem.ConvertScene(scene); } TriangulateRecursive(scene->GetRootNode()); FbxArray<FbxMesh*> meshes; FillMeshArray(scene, meshes); unsigned short vertexCount = 0; unsigned short triangleCount = 0; unsigned short faceCount = 0; unsigned short materialCount = 0; int numberOfVertices = 0; for(int i = 0; i < meshes.GetCount(); ++i) { numberOfVertices += meshes[i]->GetPolygonVertexCount(); } Face face; vector<Face> faces; int indicesCount = 0; int ptrMove = 0; float wValue = 0.0f; if(!_hasTexture) { wValue = 1.0f; } for(int i = 0; i < meshes.GetCount(); ++i) { int vertexCount = 0; vertexCount = meshes[i]->GetControlPointsCount(); if(vertexCount == 0) continue; VertexType* vertices; vertices = new VertexType[vertexCount]; int triangleCount = meshes[i]->GetPolygonVertexCount() / 3; indicesCount = meshes[i]->GetPolygonVertexCount(); FbxVector4* fbxVerts = new FbxVector4[vertexCount]; int arrayIndex = 0; memcpy(fbxVerts, meshes[i]->GetControlPoints(), vertexCount * sizeof(FbxVector4)); for(int j = 0; j < triangleCount; ++j) { int index = 0; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool texCoordFound = false; face.indices[0] = index = meshes[i]->GetPolygonVertex(j, 0); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 0, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 0, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[1] = index = meshes[i]->GetPolygonVertex(j, 1); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 1, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 1, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[2] = index = meshes[i]->GetPolygonVertex(j, 2); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 2, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 2, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; faces.push_back(face); } meshes[i]->Destroy(); meshes[i] = NULL; int indexCount = faces.size() * 3; unsigned long* indices = new unsigned long[faces.size() * 3]; int indicie = 0; for(unsigned int i = 0; i < faces.size(); ++i) { indices[indicie++] = faces[i].indices[0]; indices[indicie++] = faces[i].indices[1]; indices[indicie++] = faces[i].indices[2]; } faces.clear(); _parentMesh->AddChild(vertices, indices, vertexCount, indexCount); } return true; }

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  • Sprite Animation using cocos2dx 2.0.2

    - by Lalit Chattar
    I am new in game development and learning coco2dx framework. I am trying to implement sprite animation using coco2dx. i tried many demo they all are same. But when i tried i got access violation error in my code. CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("AnimBear.plist"); CCSpriteBatchNode *spreetsheet = CCSpriteBatchNode::create("AnimBear.png"); this->addChild(spreetsheet); CCArray *bearArray = new CCArray(); for(int i = 1; i <= 8; i++) { char name[32] = {0}; sprintf(name, "bear%d.png",i); bearArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(name)); } CCAnimation *walkAnim = CCAnimation::animationWithSpriteFrames(bearArray, 0.1f); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite *bear = CCSprite::spriteWithSpriteFrameName("bear1.png"); bear->setPosition(ccp(size.width/2, size.height/2)); CCAction *walkAction = CCRepeatForever::actionWithAction(CCAnimate::actionWithAnimation(walkAnim)); bear->runAction(walkAction); spreetsheet->addChild(bear); error is coming in first line while we passing plist refrence. Plese help me. I a using Visual Basic 2010 and put both files in Resource folder (png and plist).

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • iPhone SDK 3.2 UIGestureRecognizer interfering with UIView animations?

    - by Brian Cooley
    Are there known issues with gesture recognizers and the UIView class methods for animation? I am having problems with a sequence of animations on a UIImageView from UIGestureRecognizer callback. If the sequence of animations is started from a standard callback like TouchUpInside, the animation works fine. If it is started via the UILongPressGestureRecognizer, then the first animation jumps to the end and the second animation immediately begins. Here's a sample that illustrates my problem. In the .xib for the project, I have a UIImageView that is connected to the viewToMove IBOutlet. I also have a UIButton connected to the startButton IBOutlet, and I have connected its TouchUpInside action to the startButtonClicked IBAction. The TouchUpInside action works as I want it to, but the longPressGestureRecognizer skips to the end of the first animation after about half a second. When I NSLog the second animation (animateTo200) I can see that it is called twice when a long press starts the animation but only once when the button's TouchUpInside action starts the animation. - (void)viewDidLoad { [super viewDidLoad]; UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(startButtonClicked)]; NSArray *recognizerArray = [[NSArray alloc] initWithObjects:longPressRecognizer, nil]; [startButton setGestureRecognizers:recognizerArray]; [longPressRecognizer release]; [recognizerArray release]; } -(IBAction)startButtonClicked { if (viewToMove.center.x < 150) { [self animateTo200:@"Right to left" finished:nil context:nil]; } else { [self animateTo100:@"Right to left" finished:nil context:nil]; } } -(void)animateTo100:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Right to left" context:nil]; [UIView setAnimationDuration:4]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animateTo200:finished:context:)]; viewToMove.center = CGPointMake(100.0, 100.0); [UIView commitAnimations]; } -(void)animateTo200:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Left to right" context:nil]; [UIView setAnimationDuration:4]; viewToMove.center = CGPointMake(200.0, 200.0); [UIView commitAnimations]; }

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  • How do I get an imageview to rotate while translating in Android?

    - by Ravedave
    I am trying to make an imageview that rotates while sliding across the screen. I setup a rotate animation for 180 degrees, and it works by itself. I setup a translate animation and it works by itself. When I combine them I get an imageview that makes a big spiral. I would like the imageview to rotate around the center of the imageview while being translated. AnimationSet animSet = new AnimationSet(true); //Translate upwards and to the right. TranslateAnimation anim = new TranslateAnimation( Animation.ABSOLUTE, 0.0f, Animation.ABSOLUTE, +80.0f, Animation.ABSOLUTE, 0.0f, Animation.ABSOLUTE, -100.0f ); anim.setInterpolator(new DecelerateInterpolator()); anim.setDuration(400); animSet.addAnimation(anim); //Rotate around center of Imageview RotateAnimation ranim = new RotateAnimation(0f, 180f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f); //, 200, 200); // canvas.getWidth() / 2, canvas.getHeight() / 2); ranim.setDuration(400); ranim.setInterpolator(new DecelerateInterpolator()); animSet.addAnimation(ranim); imageBottom.startAnimation(animSet);

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