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  • How do I stop events from bubbling/multiple events with animated mouseovers?

    - by Kurucu
    I noticed a lot of JQuery answers on this, but I'm using MooTools... I have a Table of Contents which uses CSS Fixed positioning to keep it off to the left side, except for 20 pixels. The user hovers their cursor over the 20 pixels, which fires the DIV's mouseover event and the ToC slides fully into the page. When the cursor leaves, the ToC slides back to where it was. $('frameworkBreakdown').addEvents({ 'mouseover': function(event){ event = new Event(event); $('frameworkBreakdown').tween('left', 20); event.stop; }, 'mouseout': function(event){ event = new Event(event); $('frameworkBreakdown').tween('left', (10 - $('frameworkBreakdown').getStyle('width').toInt()) ); event.stop; } }); This works well (aside from unrelated issues) except that when I move the mouse on the DIV it starts to jitter, presumably because the contents of the DIV are also firing the event, or the event refires as the mouse tracks over the DIV. How can I stop this behaviour from occuring? Is there a standard method, or do I use some sort of nast global variable that determines whether effects are in action, and thus ignore the event?

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  • How to rotate UIViews?

    - by user717452
    The Twitter app is a tab bar app on the iPhone. Nothing in any of the tabs will rotate, yet, when you click on a link from a tweet, the view controller that is pushed on top of it IS allowed to rotate. The only rotations I have ever doe is from tilting the device, landscape or portrait, but I don't understand how to use 2d transformations and animations to rotate views. How do you rotate any view with that's a subclass of UIView?

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  • How can I animate multiple elements sequentially using jQuery?

    - by lorenzium
    I thought it would be simple but I still can't get it to work. By clicking one button, I want several animations to happen - one after the other - but now all the animations are happening at once. Here's my code - can someone please tell me where I'm going wrong?: $(".button").click(function(){ $("#header").animate({top: "-50"}, "slow") $("#something").animate({height: "hide"}, "slow") $("ul#menu").animate({top: "20", left: "0"}, "slow") $(".trigger").animate({height: "show", top: "110", left: "0"}, "slow"); });

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  • How do I call an upside down jQuery.slideDown()?

    - by Mark Rogers
    In the web app I'm working on I want to do a little slide up notification, like on twitter or your desktop. jQuery's .slideDown does exactly what I want, but it's upside down. The .slideUp doesn't execute an upside down version of slideDown. Instead it hides stuff, like after your cleaning up an old message you've displayed with slideDown. So what's the simplest code to do an upside down slideDown() in jQuery?

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  • iphone - Images (slide show) and audio snychronization

    - by Qaiser
    I have 20 images and some audio. I would like to show a single image at a time and change the images at (unequal) intervals. For example, I want to show image 1 for 1.44 seconds and image 2 for 1.67 seconds and so on. Can someone suggest how to go about doing this please? What I have seen are examples that show how to setup an array of images with one field that denotes total time. This causes the images to show for an equal amount of time (each). ... and that not what I am looking for ...

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  • Chaining Animations (iPhone / MonoTouch)

    - by ifwdev
    I'm trying to slide some (custom) tab-like buttons into view. I don't want them all to move at the same time. Also, they shouldn't move one at at time (where one slides after the other finishes). I want each button to begin sliding slightly after the previous. Preferably it would happen on a curve but just a fixed .1 second offset would be alright too. Monotouch or Obj-C code is fine. I'm thinking there is something in the APIs for animating groups of items like this. Hopefully, at least...

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  • jquery position changing with .css() behaving strange

    - by 11684
    I tried to make a moving img, and it works partially. If I press the right, up or down button, it moves right, up or down. But, if I press the left button, it jumps very fast very far to the right, and then back to the left and doesn't stop moving (I believe. I said it was fast). JSFiddle; Javascript: $(document).ready(function() { var up = down = left = right = false; var top = 100, left = 500; $("body").on("keydown", function(e) { if(e.keyCode == 39) {e.preventDefault(); if (right == false) right = setInterval(moveRight, 80);} else if(e.keyCode == 37) {e.preventDefault(); if (left == false) left = setInterval(moveLeft, 80);} else if(e.keyCode == 38) {e.preventDefault(); if (up == false) up = setInterval(moveUp, 80);} else if(e.keyCode == 40) {e.preventDefault(); if (down == false) down = setInterval(moveDown, 80);} }); $("body").on("keyup", function(e) { if(e.keyCode == 39) {clearInterval(right); right = false;} else if(e.keyCode == 37) {clearInterval(left); left = false;} else if(e.keyCode == 38) {clearInterval(up); up = false;} else if(e.keyCode == 40) {clearInterval(down); down = false;} }); function moveUp() { top -= 2; $("#player").css("top", top + "px"); } function moveDown() { top += 2; $("#player").css("top", top + "px"); } function moveLeft() { left -= 2; $("#player").css("left", left + "px"); } function moveRight() { left += 2; $("#player").css("left", left + "px"); } }); This is probably not the best way to do this, I'm open for better suggestions. Thanks for reading!

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  • Flash / Actionscript wheel

    - by Shaun
    Hi, I have been asked to create a wheel for navigation similar to on the Visit Provence website. However, I don't know where to start and my Googling effort have been unsuccessful - I guess that I am searching using the wrong terms. It the the way that the wheel moves and interacts with the other segments around it that interests me. I'd really appreciate any tutorials / help that anyone can share.

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  • Having trouble using jQuery's .animate() to animate a div from left to right, right to left?

    - by Alex
    Hello, I seem to be having difficulties using jQuery .animate() to animate an absolutely positioned div from right to left on a button click, and left to right on another button click. I was wondering if you would be willing to help me understand what I'm doing wrong? Thanks. Below is my relevant CSS, HTML, and jQuery code. I can click the #moveLeft button and it wil indeed animate it to the left, but when I click the #moveRight button, nothing happens. Where am I going wrong? Thanks!! CSS #scorecardTwo { position:absolute; padding:5px; width: 300px; background-color:#E1E1E1; right:0px; top:0px; display:none; } HTML text text Left Right jQuery $("#scorecardTwo").fadeIn("slow"); $("#moveLeft").bind("click", function() { var config = { "left" : function() { return $(this).offset().left; }, "right" : function() { return $("body").innerWidth() - $K("#scorecardTwo").width(); } }; $("#scorecardTwo").css(config).animate({"left": "0px"}, "slow"); $(this).attr("disabled", "disabled"); $("#moveRight").attr("disabled", ""); }); $("#moveRight").bind("click", function() { var config = { "left" : function() { return $(this).offset().left; }, "right" : function() { return $("body").innerWidth() - $K("#scorecardTwo").width(); } }; $("#scorecardTwo").css(config).animate({"right" : "0px"}, "slow"); $(this).attr("disabled", "disabled"); $("#moveLeft").attr("disabled", ""); });

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  • Gradually enlarging text

    - by WCoastGuynCA
    I want to create a Flash or animated video that starts with a red dot on a black background. Gradually the dot increases in size and is actually text which says something such as "Buy American". How can this be done?

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  • jQuery animate opacity doesn't work properly on IE

    - by fidoboy
    I'm trying to use animate function to change the height and opacity for a DIV. The div has a image background in CSS, it works fine on Firefox and Safari, but when i test it on IE the background is being removed. This is my code: if (jQuery.support.opacity) { jQuery('#list_box').animate({opacity: '1',height: '300px',top: newTop},{duration: 300}); } else { jQuery('#list_box').animate({filter: 'alpha(opacity=100)',height: '300px',top: newTop},{duration: 300}); } How can i fix it?

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  • CALayer Position Contents to Bottom Left

    - by Louis
    I am attempting to draw an image onto a CALayer. I only need an image, so I have created my later as follows: CALayer *layer = [CALayer layer]; I add my image as follows: NSImage *img = [[NSImage alloc] initWithContentsOfFile:@"path/to/img.png"]; [layer setContents:img]; This works, however it draws my images to fill the entire parent frame (stretching my image in the process). Reading the docs, I found the following: [layer setContentsGravity:@"kCAGravityBottomLeft"]; I am attempting to draw my image in the bottom left of the parent frame, however no matter what I do it draws my icon in the bottom center. Is there anyway to specify the bottom left?

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  • Is there a way to get the end value of an animation in jQuery?

    - by George Edison
    I have a script that animates an element as follows: var item_height = $('#item').height(); $('#item').height(0); $('#item').animate({ height: item_height }); Now suppose the animation needs to be stopped before it is complete: $('#item').stop(); How can I get the end value of the animation? (The total height of the element when the animation would have been complete)

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  • AddClass onClick won't work

    - by QTaylor
    I'm having some problems getting some simple jQuery to work; I'm trying to add a class called fadeInLeft to my body element on click. Here's the code: $('.contact-button').click(function() { $('body').addClass('fadeInLeft') }); HTML (from comment left by OP, below): <div id="contact" class="bounceInRight animated four"> <a href="#" class="contact-button"> Say Hello </a> </div><!--End of contact--> contact-button is the class of the link, fadeInLeft is the class I want to add when the link is clicked. Any idea why this would not work ?

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  • How to Stop the Window Animation in Win XP SP3 Permanently??

    - by epale
    Hi everyone, May I know how I can get rid of the Window Animation (seen when you minimise or maximise a window) in Win XP SP3 Permanently?? I have tried using windows powertoys tweakUI as well as going to control panel---adjust visual effects--- then unchecking the "Animate windows when maximising and minimising" option. Problem is that the window animation will disappear at first but returns again some time later. Thank you very much

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • What's a good 2D animation program for Linux (an alternative for e.g. Flash CS)?

    - by Martin Zeltin
    I don't mean the flash player here, I'm talking about the flash program that i can make animations with. Like Adoble Flash CS (formerly known as Macromedia flash). Is there a program on linux that i can make animations? I want to make a movie like animator vs animation. I used easy gif animator on windows lol it was a bit harder than flash but i'm on linux and I'd like to know what it has to offer. Worse case scenario, what gif animators are there on linux. :) Thanks!

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  • Think before you animate

    - by David Paquette
    Animations are becoming more and more common in our applications.  With technologies like WPF, Silverlight and jQuery, animations are becoming easier for developers to use (and abuse).  When used properly, animation can augment the user experience.  When used improperly, animation can degrade the user experience.  Sometimes, the differences can be very subtle. I have recently made use of animations in a few projects and I very quickly realized how easy it is to abuse animation techniques.  Here are a few things I have learned along the way. 1) Don’t animate for the sake of animating We’ve all seen the PowerPoint slides with annoying slide transitions that animate 20 different ways.  It’s distracting and tacky.  The same holds true for your application.  While animations are fun and becoming easy to implement, resist the urge to use the technology just because you think the technology is amazing.   2) Animations should (and do) have meaning I recently built a simple Windows Phone 7 (WP7) application, Steeped (download it here).  The application has 2 pages.  The first page lists a number of tea types.  When the user taps on one of the tea types, the application navigates to the second page with information about that tea type and some options for the user to choose from.       One of the last things I did before submitting Steeped to the marketplace was add a page transition between the 2 pages.  I choose the Slide / Fade Out transition.  When the user selects a tea type, the main page slides to the left and fades out.  At the same time, the details page slides in from the right and fades in.  I tested it and thought it looked great so I submitted the app.  A few days later, I asked a friend to try the app.  He selected a tea type, and I was a little surprised by how he used the app.  When he wanted to navigate back to the main page, instead of pressing the back button on the phone, he tried to use a swiping gesture.  Of course, the swiping gesture did nothing because I had not implemented that feature.  After thinking about it for a while, I realized that the page transition I had chosen implied a particular behaviour.  As a user, if an action I perform causes an item (in this case the page) to move, then my expectation is that I should be able to move it back.  I have since added logic to handle the swipe gesture and I think the app flows much better now. When using animation, it pays to ask yourself:  What story does this animation tell my users?   3) Watch the replay Some animations might seem great initially but can get annoying over time.  When you use an animation in your application, make sure you try using it over and over again to make sure it doesn’t get annoying.  When I add an animation, I try watch it at least 25 times in a row.  After watching the animation repeatedly, I can make a more informed decision whether or not I should keep the animation.  Often, I end up shortening the length of the animations.   4) Don’t get in the users way An animation should never slow the user down.  When implemented properly, an animation can give a perceived bump in performance.  A good example of this is a the page transitions in most of the built in apps on WP7.  Obviously, these page animations don’t make the phone any faster, but they do provide a more responsive user experience.  Why?  Because most of the animations begin as soon as the user has performed some action.  The destination page might not be fully loaded yet, but the system responded immediately to user action, giving the impression that the system is more responsive.  If the user did not see anything happen until after the destination page was fully loaded, the application would feel clumsy and slow.  Also, it is important to make sure the animation does not degrade the performance (or perceived performance) of the application.   Jut a few things to consider when using animations.  As is the case with many technologies, we often learn how to misuse it before we learn how to use it effectively.

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • Which 3D file formats support multiple animations? [on hold]

    - by Justin
    I'm working on a 3D application that uses Assimp to import 3D models with animations. Personally, I use Blender to create the models and animations. I'm having trouble exporting multiple animations, however. For example, I'd like to have an idle animation, a walk animation, a run animation, etc. So far I've tried COLLADA and DirectX without much success. The COLLADA export will include the first animation, but not any of the others. The DirectX doesn't include any animation. Which 3D file formats support multiple animations? (Preferably one that Assimp can import. Also, the Assimp website says that it doesn't support .blend files with animation, otherwise I'd just do that.)

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • Is there a way for -webkit-animtion-timing-function to apply to the entire animation instead of each keyframe?

    - by Ken Sykora
    I'm a bit new to animation, so forgive me if I'm missing a huge concept here. I need to animate an arrow that is pointing to a point on a curve, let's just say it's a cubic curve for the sake of this post. The arrow moves along the curve's line, always pointing a few pixels below it. So what I did, is I setup keyframes along the curve's line using CSS3: @-webkit-keyframes ftch { 0% { opacity: 0; left: -10px; bottom: 12px; } 25% { opacity: 0.25; left: 56.5px; bottom: -7px; } 50% { opacity: 0.5; left: 143px; bottom: -20px; } 75% { opacity: 0.75; left: 209.5px; bottom: -24.5px; } 100% { opacity: 1; left: 266px; bottom: -26px; } } However, when I run this animation using -webkit-animation-timing-function: ease-in, it applies that easing to each individual keyframe, which is definitely not what I want. I want the easing to apply to the entire animation. Is there a different way that I should be doing this? Is there some property to apply the easing to the entire sequence rather than each keyframe?

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