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  • Make a animation path separated by clicks

    - by Tomáš Zato
    I have a long text on powerpoint slide. Instead of separating it on multiple slides, I made an animation that moves it up using animation path, so that text hidden at bottom appears while text on top goes off screen. However, I need more move animations to reaveal more text (the text takes more than 2 screens). This means, I need two (or more) animation paths (of the same length) and I want them to move obejct from position, where the last path has left it. Instead, multiple animations always operate with objects original position. That's useless. You can download test document, where I made an example of what I want: animation test.pptx

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  • Android Frame by Frame Animation problem on elements in a CursorAdapter

    - by Pandalover
    I am having trouble applying an animation to a View. I am trying to load the animation from inside the constructor of a CursorAdapter, so I can set it later assign it to certain children in the list. In the constructor I have : shineAnimation = AnimationUtils.loadAnimation(ctx, R.anim.news_list_item_shine); the animation is in my res/anim dir <?xml version="1.0" encoding="utf-8"?> <animation-list xmlns:android="http://schemas.android.com/apk/res/android" android:oneshot="true"> <item android:drawable="@drawable/shine1" android:duration="200" /> <item android:drawable="@drawable/shine2" android:duration="200" /> <item android:drawable="@drawable/shine3" android:duration="200" /> <item android:drawable="@drawable/shine4" android:duration="200" /> <item android:drawable="@drawable/shine5" android:duration="200" /> </animation-list> I'm getting an exception : Unknown animation name: animation-list Help would be much appreciated Thanks S

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  • How to Disable the Animations on the Windows 8 Start Screen

    - by Usman
    Who doesn’t love animations? They make everything look so cool. But in some cases, animations are a distraction, and the same is true for Windows 8′s start screen (the “Modern UI”). Fortunately, there’s a very simple way to disable all those animations. Keep reading to find out how it’s done. The animations are especially noticeable when you switch from the good ol’ peaceful desktop to the start screen by pressing the winkey. I don’t know about you, but it feels like I’m getting dizzy by watching all those crazy animations over and over again. People have found out ways to enhance the start screen animations, add delay to various elements and stuff like that. But we’re going the other way, disabling the animations completely. To do so, log in, and when the start screen appears, type “Computer” (it will pop up in the search results before you’ve even finished typing). Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Getting .mesh & .skeleton from Blender2Ogre export

    - by Songbreaker
    I have downloaded the add-on blender2ogre from this source : http://code.google.com/p/blender2ogre/ And I have created a simple mesh, with walking animation (similar to the gingerbreadman tutorial). My question is, whenever I want to export the project, I can only see the .scene export format. There is no option whatsoever to export as .mesh and .skeleton. Also, how can I export the walking animation separately, in other words, if my project have couple more animation, how can i separate those during export?

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  • Making a ViewFlipper like the Home Screen using MotionEvent.ACTION_MOVE

    - by DJTripleThreat
    Ok I have a ViewFlipper with three LinearLayouts nested inside it. It defaults to showing the first one. This code: // Assumptions in my Activity class: // oldTouchValue is a float // vf is my view flipper @Override public boolean onTouchEvent(MotionEvent touchEvent) { switch (touchEvent.getAction()) { case MotionEvent.ACTION_DOWN: { oldTouchValue = touchEvent.getX(); break; } case MotionEvent.ACTION_UP: { float currentX = touchEvent.getX(); if (oldTouchValue < currentX) { vf.setInAnimation(AnimationHelper.inFromLeftAnimation()); vf.setOutAnimation(AnimationHelper.outToRightAnimation()); vf.showNext(); } if (oldTouchValue > currentX) { vf.setInAnimation(AnimationHelper.inFromRightAnimation()); vf.setOutAnimation(AnimationHelper.outToLeftAnimation()); vf.showPrevious(); } break; } case MotionEvent.ACTION_MOVE: { // TODO: Some code to make the ViewFlipper // act like the home screen. break; } } return false; } public static class AnimationHelper { public static Animation inFromRightAnimation() { Animation inFromRight = new TranslateAnimation( Animation.RELATIVE_TO_PARENT, +1.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f); inFromRight.setDuration(350); inFromRight.setInterpolator(new AccelerateInterpolator()); return inFromRight; } public static Animation outToLeftAnimation() { Animation outtoLeft = new TranslateAnimation( Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, -1.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f); outtoLeft.setDuration(350); outtoLeft.setInterpolator(new AccelerateInterpolator()); return outtoLeft; } // for the next movement public static Animation inFromLeftAnimation() { Animation inFromLeft = new TranslateAnimation( Animation.RELATIVE_TO_PARENT, -1.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f); inFromLeft.setDuration(350); inFromLeft.setInterpolator(new AccelerateInterpolator()); return inFromLeft; } public static Animation outToRightAnimation() { Animation outtoRight = new TranslateAnimation( Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, +1.0f, Animation.RELATIVE_TO_PARENT, 0.0f, Animation.RELATIVE_TO_PARENT, 0.0f); outtoRight.setDuration(350); outtoRight.setInterpolator(new AccelerateInterpolator()); return outtoRight; } } ... handles the view flipping but the animations are very "on/off". I'm wondering if someone can help me out with the last part. Assuming that I can access the LinearLayouts, is there a way where I can set the position of the layouts based on deltaX and deltaY? Someone gave me this link: https://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=core/java/android/view/animation/TranslateAnimation.java;h=d2ff754ac327dda0fe35e610752abb78904fbb66;hb=HEAD and said I should refer to the applyTransformation method for hints on how to do this but I don't know how to repeat this same behavior.

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  • UIView animation cancels previous animation?

    - by user281300
    Hi I have an NSTIMER that counts the time, and on t = 10, it fires an animation but during that time it might happen that another animation is running. This causes the previously running animation to cut off. Any idea? i thought UIVIEW animations were ran in diff threads. I cannot use a willstop selector here since t = 10 might happen while another animation is running and might not have ended yet.

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  • Stopping the animation after you let go of a key

    - by Michael Zeuner
    What I have right now is an animation that starts when I press space: if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; However when I stop clicking space my animation continues. until I move my player, how do I make it so it stops the animation right when you let go of space? A few lines Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; int[] duration = {200,200}; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingRightSwingingSword = new Animation(attackRight, duration, true); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; } Full Code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Play extends BasicGameState { Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; Image worldMap; boolean quit = false; int[] duration = {200,200}; float playerPositionX = 0; float playerPositionY = 0; float shiftX = playerPositionX + 320; float shiftY = playerPositionY + 160; public Play(int state) { } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { worldMap = new Image("res/world.png"); Image[] walkUp = {new Image("res/buckysBack.png"), new Image("res/buckysBack.png")}; Image[] walkDown = {new Image("res/buckysFront.png"), new Image("res/buckysFront.png")}; Image[] walkLeft = {new Image("res/buckysLeft.png"), new Image("res/buckysLeft.png")}; Image[] walkRight = {new Image("res/buckysRight.png"), new Image("res/buckysRight.png")}; Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingUp = new Animation(walkUp, duration, false); movingDown = new Animation(walkDown, duration, false); movingLeft = new Animation(walkLeft, duration, false); movingRight = new Animation(walkRight, duration, false); //doesnt work! vvv movingRightSwingingSword = new Animation(attackRight, duration, true); player = movingDown; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { worldMap.draw(playerPositionX, playerPositionY); player.draw(shiftX, shiftY); g.drawString("Player X: " + playerPositionX + "\nPlayer Y: " + playerPositionY, 400, 20); if (quit == true) { g.drawString("Resume (R)", 250, 100); g.drawString("MainMenu (M)", 250, 150); g.drawString("Quit Game (Q)", 250, 200); if (quit==false) { g.clear(); } } } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_UP)) { player = movingUp; playerPositionY += delta * .1f; if(playerPositionY>162) playerPositionY -= delta * .1f; } if(input.isKeyDown(Input.KEY_DOWN)) { player = movingDown; playerPositionY -= delta * .1f; if(playerPositionY<-600) playerPositionY += delta * .1f; } if(input.isKeyDown(Input.KEY_RIGHT)) { player = movingRight; playerPositionX -= delta * .1f; if(playerPositionX<-840) playerPositionX += delta * .1f; } if(input.isKeyDown(Input.KEY_LEFT)) { player = movingLeft; playerPositionX += delta * .1f; if(playerPositionX>318) playerPositionX -= delta * .1f; } if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; if(input.isKeyDown(Input.KEY_ESCAPE)) quit = true; if(input.isKeyDown(Input.KEY_R)) if (quit == true) quit = false; if(input.isKeyDown(Input.KEY_M)) if (quit == true) {sbg.enterState(0); quit = false;} if(input.isKeyDown(Input.KEY_Q)) if (quit == true) System.exit(0); } public int getID() { return 1; } }

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  • How to Animate Text and Objects in PowerPoint 2010

    - by DigitalGeekery
    Are you looking for an eye catching way to keep your audience interested in your PowerPoint presentations? Today we’ll take a look at how to add animation effects to objects in PowerPoint 2010. Select the object you wish to animate and then click the More button in the Animation group of the Animation tab.   Animations are grouped into four categories. Entrance effects, Exit effects, Emphasis effects, and Motion Paths. You can get a Live Preview of how the animation will look by hovering your mouse over an animation effect.   When you select a Motion Path, your object will move along the dashed path line as shown on the screen. (This path is not displayed in the final output) Certain aspects of the Motion Path effects are editable. When you apply a Motion Path animation to an object, you can select the path and drag the end to change the length or size of the path. The green marker along the motion path marks the beginning of the  path and the red marks the end. The effects can be rotated by clicking and the bar near the center of the effect.   You can display additional effects by choosing one of the options at the bottom. This will pop up a Change Effect window. If you have Preview Effect checked at the lower left you can preview the effects by single clicking.   Apply Multiple Animations to an Object Select the object and then click the Add Animation button to display the animation effects. Just as we did with the first effect, you can hover over to get a live preview. Click to apply the effect. The animation effects will happen in the order they are applied. Animation Pane You can view a list of the animations applied to a slide by opening the Animation Pane. Select the Animation Pane button from the Advanced Animation group to display the Animation Pane on the right. You’ll see that each animation effect in the animation pane has an assigned number to the left.    Timing Animation Effects You can change when your animation starts to play. By default it is On Click. To change it, select the effect in the Animation Pane and then choose one of the options from the Start dropdown list. With Previous starts at the same time as the previous animation and After Previous starts after the last animation. You can also edit the duration that the animations plays and also set a delay.   You can change the order in which the animation effects are applied by selecting the effect in the animation pane and clicking Move Earlier or Move Later from the Timing group on the Animation tab. Effect Options If the Effect Options button is available when your animation is selected, then that particular animation has some additional effect settings that can be configured. You can access the Effect Option by right-clicking on the the animation in the Animation Pane, or by selecting Effect Options on the ribbon.   The available options will vary by effect and not all animation effects will have Effect Options settings. In the example below, you can change the amount of spinning and whether the object will spin clockwise or counterclockwise.   Under Enhancements, you can add sound effects to your animation. When you’re finished click OK.   Animating Text Animating Text works the same as animating an object. Simply select your text box and choose an animation. Text does have some different Effect Options. By selecting a sequence, you decide whether the text appears as one object, all at once, or by paragraph. As is the case with objects, there will be different available Effect Options depending on the animation you choose. Some animations, such as the Fly In animation, will have directional options.   Testing Your Animations Click on the Preview button at any time to test how your animations look. You can also select the Play button on the Animation Pane. Conclusion Animation effects are a great way to focus audience attention on important points and hold viewers interest in your PowerPoint presentations. Another cool way to spice up your PPT 2010 presentations is to add video from the web. What tips do you guys have for making your PowerPoint presentations more interesting? Similar Articles Productive Geek Tips Center Pictures and Other Objects in Office 2007 & 2010Preview Before You Paste with Live Preview in Office 2010Embed True Type Fonts in Word and PowerPoint 2007 DocumentsHow to Add Video from the Web in PowerPoint 2010Add Artistic Effects to Your Pictures in Office 2010 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials

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  • UIView removeFromSuperView animation delay

    - by Mike
    I have a method which animates one of the subviews of UIWindow and then removes it from UIWindow using removeFromSuperview. But when I put removeFromSuperview after animation block, the animation never shows, because removeFromSuperview removes the UIView from UIWindow before the animation plays :-( How can I delay removeFromSuperview so the animation plays first, and then subview is removed? I tried [NSThread sleepForTimeInterval:1]; after animation block but that didn't have desired effect, because animation sleeps too for some reason. My code for this method: - (void) animateAndRemove { NSObject *mainWindow = [[UIApplication sharedApplication] keyWindow]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.8]; UIView *theView = nil; for (UIView *currentView in [mainWindow subviews]) { if (currentView.tag == 666) { currentView.backgroundColor = [UIColor colorWithRed:0.8 green:0.8 blue:0.8 alpha:0.0]; theView = currentView; } } [UIView setAnimationTransition: UIViewAnimationTransitionNone forView:theView cache:YES]; [UIView commitAnimations]; //[NSThread sleepForTimeInterval:1]; [theView removeFromSuperview]; }

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  • Start Activity with an animation

    - by adityad
    I am trying to start an activity with a custom transition animation. The only way I have found out so far to do this (without using onPendingTransition() in the previous activity) is to use a custom theme on the activity and define either activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle to set the animation. But, none of these attributes are working for me. Some experimentation yielded the following results- If I set the windowAnimationStyle attribute to some custom style which defines values for activityOpenEnterAnimation, taskOpenEnterAnimation, windowEnterAnimation or windowAnimationStyle I can get rid of the default transition animation occurring at the start of the activity. It doesn't show the transition animation using the actual value specified but at least the default animation is not shown. According to the reference doc here, http://developer.android.com/reference/android/R.attr.html I should be able to define an animation at the start of the activity using activityOpenEnterAnimation. But no success so far. Any ideas?

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  • CSS3 Continous Rotate Animation (Just like a loading sundial)

    - by Gcoop
    Hi, I am trying to replicate an Apple style activity indicator (sundial loading icon) by using a PNG and CSS3 animation. I have the image rotating and doing it continuously, but there seems to be a delay after the animation has finished before it does the next rotation. @-webkit-keyframes rotate { from { -webkit-transform: rotate(0deg); } to { -webkit-transform: rotate(360deg); } } #loading img { -webkit-animation-name: rotate; -webkit-animation-duration: 0.5s; -webkit-animation-iteration-count: infinite; -webkit-transition-timing-function: linear; } I have tried changing the animation duration but it makes no difference, if you slow it right down say 5s its just more apparent that after the first rotation there is a pause before it rotates again. It's this pause I want to get rid of. Any help is much appreciated, thanks.

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  • Marrying Core Animation with OpenGL ES

    - by Ole Begemann
    Edit: I suppose instead of the long explanation below I might also ask: Sending -setNeedsDisplay to an instance of CAEAGLLayer does not cause the layer to redraw (i.e., -drawInContext: is not called). Instead, I get this console message: <GLLayer: 0x4d500b0>: calling -display has no effect. Is there a way around this issue? Can I invoke -drawInContext: when -setNeedsDisplay is called? Long explanation below: I have an OpenGL scene that I would like to animate using Core Animation animations. Following the standard approach to animate custom properties in a CALayer, I created a subclass of CAEAGLLayer and defined a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer: #import <UIKit/UIKit.h> #import <QuartzCore/QuartzCore.h> #import "ES2Renderer.h" @interface GLLayer : CAEAGLLayer { ES2Renderer *renderer; } @property (nonatomic, retain) ES2Renderer *renderer; @property (nonatomic, assign) CGPoint sceneCenterPoint; I then declare the property @dynamic to let CA create the accessors, override +needsDisplayForKey: and implement -drawInContext: to pass the current value of the sceneCenterPoint property to the renderer and ask it to render the scene: #import "GLLayer.h" @implementation GLLayer @synthesize renderer; @dynamic sceneCenterPoint; + (BOOL) needsDisplayForKey:(NSString *)key { if ([key isEqualToString:@"sceneCenterPoint"]) { return YES; } else { return [super needsDisplayForKey:key]; } } - (void) drawInContext:(CGContextRef)ctx { self.renderer.centerPoint = self.sceneCenterPoint; [self.renderer render]; } ... (If you have access to the WWDC 2009 session videos, you can review this technique in session 303 ("Animated Drawing")). Now, when I create an explicit animation for the layer on the keyPath @"sceneCenterPoint", Core Animation should calculate the interpolated values for the custom properties and call -drawInContext: for each step of the animation: - (IBAction)animateButtonTapped:(id)sender { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"sceneCenterPoint"]; animation.duration = 1.0; animation.fromValue = [NSValue valueWithCGPoint:CGPointZero]; animation.toValue = [NSValue valueWithCGPoint:CGPointMake(1.0f, 1.0f)]; [self.glView.layer addAnimation:animation forKey:nil]; } At least that is what would happen for a normal CALayer subclass. When I subclass CAEAGLLayer, I get this output on the console for each step of the animation: 2010-12-21 13:59:22.180 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.198 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.216 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.233 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. ... So it seems that, possibly for performance reasons, for OpenGL layers, -drawInContext: is not getting called because these layers do not use the standard -display method to draw themselves. Can anybody confirm that? Is there a way around it? Or can I not use the technique I laid out above? This would mean I would have to implement the animations manually in the OpenGL renderer (which is possible but not as elegant IMO).

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • How can I get my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • WPF MVVM Trigger Animation on MainWindow close

    - by Scott
    I'm using trying to implement MVVM in my app. I have a MainWindow.xaml and a MainWindowViewModel. I'm in the process of removing all of the code-behind code from the MainWindow.xaml but I'm stuck on one final piece. In my pre-MVVM setup I started an animation in the MainWindow.xaml.cs that would fade out the form before closing it. Since Closing is not a RoutedEvent, I had to use code-behind to get this to work. My VM has the following two properties that can be bound: ClosingWindow and CloseWindow. My goal was to bind a DataTrigger in my MainWindowStyle to the ClosingWindow property of the VM. When ClosingWindow was set to True, it would start an animation using the following XAML: <DataTrigger Binding="{Binding ClosingWindow}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" From="1" To="0" Duration="0:0:2"/> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> Somehow (insert magic here) I was going to set CloseWindow on the VM, via Binding, to True when the animation completed, which would then use an AttachedBehavior to Close the Window. The AttachedBehavior works perfectly when I just set CloseWindow directly using the following XAML: <DataTrigger Binding="{Binding CloseWindow}" Value="True"> <Setter Property="ab:WindowCloseBehavior.Close" Value="True"/> </DataTrigger> ...but I want to reproduce the form fade before the form actually closes. So there are two issues that I've run into: First, the animation doesn't work. I enter the trigger correctly (I've taken out the animation and put a Setter statement in there that changes the Title of the MainWindow to "Closing" and it changes correctly when ClosingWindow = True) but the DoubleAnimation never does anything. Second, there's no way to set the value of CloseWindow once the animation is complete. I looked at Marlon Grech's animation code but that won't work on DataTriggers. I can't publish a RoutedEvent because my VM doesn't descend from UIElement, and I've been Googling all day trying to come up with a clever, MVVM-friendly way to do this with no luck. So any ideas why that animation doesn't do anything? And more importantly, how would you solve the entire problem of animating a form fade on close from the VM? I don't doubt that my entire solution to this problem might be whacked so I'm open to just about anything.

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  • Smooth text animation (Marquee) using WPF

    - by Goran
    Trying to build a marquee control with smooth text animation. Current efforts include: Using translate transform Using animation on Canvas dependency properties (Left, Right) Using animation on custom dependency property (Point) and using drawing visuals (formattedtext) Using CompositionTarget.Rendering But the animation is still choppy and resource intensive. Checklist: Confirmed no software rendering is taking place (ms performance tool and checking RenderCapability.Tier) Calling freeze on any imaginable object Running app on dual core machine with decent graphic card (NVidia 9600) Disabled any bitmap effect and transparency Checked all marquee controls out there (same issues) Any ideas (or better yet code example)?

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  • IPHONE - Flip animation when controller pushed

    - by chacha
    Hi, I had a look around and didn't find what I was exactly looking for ... Is there a way to get a flip animation when pushing a view controller ? I read that you can change the animation by using a modal view controller but AFAIK the animation for a modal view is from bottom to top and that's not what i am looking for ;) Is there a way to get a flip animation somehow ? Cheers, Chacha

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  • UIImageView animation has long delay on device

    - by jiunhong
    I create a 5-frame animation on UImageView and each image is created by [UIImage imageWithContentOfFile:xxx], however, the animation on simulator is working well but not on device, it usually has ~1 sec delay though the animation duration is 1sec. Is anyway to preload the images involved in the animation? thanks.

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  • Link doesn't let animation to end JQUERY

    - by christian deliens
    I create a div that when is clicked it executes an jquery script, but the problem I have is that in the animation there is a link, when you click on the link the links is execute as well as the animation but it does not let the animation to end. Is there a way to let know Jquery that when the links its executed wait for the animation to end and then go to the link?

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  • iphone animation - catch notification

    - by satyam
    I'm using following lines of code to animate: CATransition *animation = [self getAnimation:dirString]; [[self view] exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [[[self view] layer] addAnimation:animation forKey:kAnimationKey]; After end of animation, I want to play sound. How can I get notification when animation is completed?

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  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

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  • Animation cycles in 3ds max 2010

    - by user22902
    Hello, I'm new to animation. I have Max 2010. Basically I have a ball and it has keyframes where it bounces and moves 15 units forward I want a way to be able to add this animation as many times as I want so it bounces and always moves 15 more units. When I shift drag my keyframes, the ball moves 15 units, then quickly goes back and moves the same 15 units. I want it to be like a bip file where it can be added relative to the current position. (Essentially creating a generic ball bounce). Thanks

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