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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • More Animation - Self Dismissing Dialogs

    - by Duncan Mills
    In my earlier articles on animation, I discussed various slide, grow and  flip transitions for items and containers.  In this article I want to discuss a fade animation and specifically the use of fades and auto-dismissal for informational dialogs.  If you use a Mac, you may be familiar with Growl as a notification system, and the nice way that messages that are informational just fade out after a few seconds. So in this blog entry I wanted to discuss how we could make an ADF popup behave in the same way. This can be an effective way of communicating information to the user without "getting in the way" with modal alerts. This of course, has been done before, but everything I've seen previously requires something like JQuery to be in the mix when we don't really need it to be.  The solution I've put together is nice and generic and will work with either <af:panelWindow> or <af:dialog> as a the child of the popup. In terms of usage it's pretty simple to use we  just need to ensure that the popup itself has clientComponent is set to true and includes the animation JavaScript (animateFadingPopup) on a popupOpened event: <af:popup id="pop1" clientComponent="true">   <af:panelWindow title="A Fading Message...">    ...  </af:panelWindow>   <af:clientListener method="animateFadingPopup" type="popupOpened"/> </af:popup>   The popup can be invoked in the normal way using showPopupBehavior or JavaScript, no special code is required there. As a further twist you can include an additional clientAttribute called preFadeDelay to define a delay before the fade itself starts (the default is 5 seconds) . To set the delay to just 2 seconds for example: <af:popup ...>   ...   <af:clientAttribute name="preFadeDelay" value="2"/>   <af:clientListener method="animateFadingPopup" type="popupOpened"/>  </af:popup> The Animation Styles  As before, we have a couple of CSS Styles which define the animation, I've put these into the skin in my case, and, as in the other articles, I've only defined the transitions for WebKit browsers (Chrome, Safari) at the moment. In this case, the fade is timed at 5 seconds in duration. .popupFadeReset {   opacity: 1; } .popupFadeAnimate {   opacity: 0;   -webkit-transition: opacity 5s ease-in-out; } As you can see here, we are achieving the fade by simply setting the CSS opacity property. The JavaScript The final part of the puzzle is, of course, the JavaScript, there are four functions, these are generic (apart from the Style names which, if you've changed above, you'll need to reflect here): The initial function invoked from the popupOpened event,  animateFadingPopup which starts a timer and provides the initial delay before we start to fade the popup. The function that applies the fade animation to the popup - initiatePopupFade. The callback function - closeFadedPopup used to reset the style class and correctly hide the popup so that it can be invoked again and again.   A utility function - findFadeContainer, which is responsible for locating the correct child component of the popup to actually apply the style to. Function - animateFadingPopup This function, as stated is the one hooked up to the popupOpened event via a clientListener. Because of when the code is called it does not actually matter how you launch the popup, or if the popup is re-used from multiple places. All usages will get the fade behavior. /**  * Client listener which will kick off the animation to fade the dialog and register  * a callback to correctly reset the popup once the animation is complete  * @param event  */ function animateFadingPopup(event) { var fadePopup = event.getSource();   var fadeCandidate = false;   //Ensure that the popup is initially Opaque   //This handles the situation where the user has dismissed   //the popup whilst it was in the process of fading   var fadeContainer = findFadeContainer(fadePopup);   if (fadeContainer != null) {     fadeCandidate = true;     fadeContainer.setStyleClass("popupFadeReset");   }   //Only continue if we can actually fade this popup   if (fadeCandidate) {   //See if a delay has been specified     var waitTimeSeconds = event.getSource().getProperty('preFadeDelay');     //Default to 5 seconds if not supplied     if (waitTimeSeconds == undefined) {     waitTimeSeconds = 5;     }     // Now call the fade after the specified time     var fadeFunction = function () {     initiatePopupFade(fadePopup);     };     var fadeDelayTimer = setTimeout(fadeFunction, (waitTimeSeconds * 1000));   } } The things to note about this function is the initial check that we have to do to ensure that the container is currently visible and reset it's style to ensure that it is.  This is to handle the situation where the popup has begun the fade, and yet the user has still explicitly dismissed the popup before it's complete and in doing so has prevented the callback function (described later) from executing. In this particular situation the initial display of the dialog will be (apparently) missing it's normal animation but at least it becomes visible to the user (and most users will probably not notice this difference in any case). You'll notice that the style that we apply to reset the  opacity - popupFadeReset, is not applied to the popup component itself but rather the dialog or panelWindow within it. More about that in the description of the next function findFadeContainer(). Finally, assuming that we have a suitable candidate for fading, a JavaScript  timer is started using the specified preFadeDelay wait time (or 5 seconds if that was not supplied). When this timer expires then the main animation styleclass will be applied using the initiatePopupFade() function Function - findFadeContainer As a component, the <af:popup> does not support styleClass attribute, so we can't apply the animation style directly.  Instead we have to look for the container within the popup which defines the window object that can have a style attached.  This is achieved by the following code: /**  * The thing we actually fade will be the only child  * of the popup assuming that this is a dialog or window  * @param popup  * @return the component, or null if this is not valid for fading  */ function findFadeContainer(popup) { var children = popup.getDescendantComponents();   var fadeContainer = children[0];   if (fadeContainer != undefined) {   var compType = fadeContainer.getComponentType();     if (compType == "oracle.adf.RichPanelWindow" || compType == "oracle.adf.RichDialog") {     return fadeContainer;     }   }   return null; }  So what we do here is to grab the first child component of the popup and check its type. Here I decided to limit the fade behaviour to only <af:dialog> and <af:panelWindow>. This was deliberate.  If  we apply the fade to say an <af:noteWindow> you would see the text inside the balloon fade, but the balloon itself would hang around until the fade animation was over and then hide.  It would of course be possible to make the code smarter to walk up the DOM tree to find the correct <div> to apply the style to in order to hide the whole balloon, however, that means that this JavaScript would then need to have knowledge of the generated DOM structure, something which may change from release to release, and certainly something to avoid. So, all in all, I think that this is an OK restriction and frankly it's windows and dialogs that I wanted to fade anyway, not balloons and menus. You could of course extend this technique and handle the other types should you really want to. One thing to note here is the selection of the first (children[0]) child of the popup. It does not matter if there are non-visible children such as clientListener before the <af:dialog> or <af:panelWindow> within the popup, they are not included in this array, so picking the first element in this way seems to be fine, no matter what the underlying ordering is within the JSF source.  If you wanted a super-robust version of the code you might want to iterate through the children array of the popup to check for the right type, again it's up to you.  Function -  initiatePopupFade  On to the actual fading. This is actually very simple and at it's heart, just the application of the popupFadeAnimate style to the correct component and then registering a callback to execute once the fade is done. /**  * Function which will kick off the animation to fade the dialog and register  * a callback to correctly reset the popup once the animation is complete  * @param popup the popup we are animating  */ function initiatePopupFade(popup) { //Only continue if the popup has not already been dismissed    if (popup.isPopupVisible()) {   //The skin styles that define the animation      var fadeoutAnimationStyle = "popupFadeAnimate";     var fadeAnimationResetStyle = "popupFadeReset";     var fadeContainer = findFadeContainer(popup);     if (fadeContainer != null) {     var fadeContainerReal = AdfAgent.AGENT.getElementById(fadeContainer.getClientId());       //Define the callback this will correctly reset the popup once it's disappeared       var fadeCallbackFunction = function (event) {       closeFadedPopup(popup, fadeContainer, fadeAnimationResetStyle);         event.target.removeEventListener("webkitTransitionEnd", fadeCallbackFunction);       };       //Initiate the fade       fadeContainer.setStyleClass(fadeoutAnimationStyle);       //Register the callback to execute once fade is done       fadeContainerReal.addEventListener("webkitTransitionEnd", fadeCallbackFunction, false);     }   } } I've added some extra checks here though. First of all we only start the whole process if the popup is still visible. It may be that the user has closed the popup before the delay timer has finished so there is no need to start animating in that case. Again we use the findFadeContainer() function to locate the correct component to apply the style to, and additionally we grab the DOM id that represents that container.  This physical ID is required for the registration of the callback function. The closeFadedPopup() call is then registered on the callback so as to correctly close the now transparent (but still there) popup. Function -  closeFadedPopup The final function just cleans things up: /**  * Callback function to correctly cancel and reset the style in the popup  * @param popup id of the popup so we can close it properly  * @param contatiner the window / dialog within the popup to actually style  * @param resetStyle the syle that sets the opacity back to solid  */ function closeFadedPopup(popup, container, resetStyle) { container.setStyleClass(resetStyle);   popup.cancel(); }  First of all we reset the style to make the popup contents opaque again and then we cancel the popup.  This will ensure that any of your user code that is waiting for a popup cancelled event will actually get the event, additionally if you have done this as a modal window / dialog it will ensure that the glasspane is dismissed and you can interact with the UI again.  What's Next? There are several ways in which this technique could be used, I've been working on a popup here, but you could apply the same approach to in-line messages. As this code (in the popup case) is generic it will make s pretty nice declarative component and maybe, if I get time, I'll look at constructing a formal Growl component using a combination of this technique, and active data push. Also, I'm sure the above code can be improved a little too.  Specifically things like registering a popup cancelled listener to handle the style reset so that we don't loose the subtle animation that takes place when the popup is opened in that situation where the user has closed the in-fade dialog.

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  • WPF Choppy Animation

    - by Chris Dunaway
    WPF Windows-XP SP3 I'm having a problem with a simple WPF animation. I use the following Xaml code (in XamlPad and also in a WPF project): <Page xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:sys="clr-namespace:System;assembly=mscorlib" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" > <Border Name="MyBorder" BorderThickness="10" BorderBrush="Blue" CornerRadius="10" Background="DarkRed" > <Rectangle Name="MyRectangle" Margin="10" StrokeDashArray="2.0,1.0" StrokeThickness="10" RadiusX="10" RadiusY="10" Stroke="Black" StrokeDashOffset="0"> <Rectangle.Triggers> <EventTrigger RoutedEvent="Rectangle.Loaded"> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetName="MyRectangle" Storyboard.TargetProperty="StrokeDashOffset" From="0.0" To="3.0" Duration="0:0:1" RepeatBehavior="Forever" Timeline.DesiredFrameRate="30" /> </Storyboard> </BeginStoryboard> </EventTrigger> </Rectangle.Triggers> </Rectangle> </Border> </Page> It has the effect of causing the border to animate around the rectangle. After a fresh reboot of the machine, this animation is nice and smooth. However, I tend to leave my machine on all the time and after a period time elapses (I don't know how long), the animation starts stuttering and becomes choppy. I thought that it may be memory or resource issues, but after shutting down all other apps and any services that seem unnecessary, the stuttering still continues. However, after a system reboot, the animation is smooth again! I get the same symptoms in a WPF app or in XamlPad. In the case of the app, it doesn't seem to make any difference whether I run in the debugger or if I run the executable directly. I applied the patch at this link: http://support.microsoft.com/kb/981741 and I thought that it had taken care of the issue, but it seems not to have. I have seen some posts that might indicate that using transparency might affect animation, but as you can see, my xaml does not use transparency. Can anyone give me some suggestions on how to determine what the problem is? Are there any WPF diagnostic tools that might help? UPDATE: I have checked my video drivers and they are the latest version. (nVidia GeForce 8400 GS)

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • Smooth animation on QStackedWidget

    - by saravanan
    Hi., i have five Qwidgets (Each QWidget having different controls). i put all the QWidget into one Parent QStackedWidget. for change the display of Qwidget i am using setCurrentIndex(int) function. There is no problem in displaying. but i need to put animation while changing the page. i tried nothing is working. so i removed the QStackedWidget and i put QWidget directly and i tried with QPropertyAnimation. This QPropertyAnimation is working but it's not the smooth animation. Here my code for QPropertyAnimation. QRect pGeo(8,152,width()-16,height()-160); profilePage->show(); //first QWidget QPropertyAnimation *anim1= new QPropertyAnimation(profilePage, "geometry"); anim1->setStartValue(QRect(200,pGeo.y(),pGeo.width(),pGeo.height())); anim1->setEndValue(pGeo); anim1->setEasingCurve(QEasingCurve::InOutSine); anim1->setDuration(500); anim1->start(); how to do the smooth animation using the QWidget or the QStackedWidget. Please give some suggestion to implement the smooth animation.

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  • animation extender in datalist control in asp.net 2008

    - by BibiBuBu
    Good Day! i have a question that how can i use animation extender in datalist control in asp.net with c#. i want the animation when i click the delete button (delete button will be in repeater). so that when i remove one record then it shows animation to bring the next record. it is in update panel. <cc1:AnimationExtender ID="AnimationExtender1" runat="server" Enabled="True" TargetControlID="btnDeleteId"> <Animations> <OnClick> <Sequence> <EnableAction Enabled="false" /> <Parallel Duration=".2"> <Resize Height="0" Width="0" Unit="px" /> <FadeOut /> </Parallel> <HideAction /> </Sequence> </OnClick> </Animations> </cc1:AnimationExtender> now if i put my button id in the Target control id then it gives error that it should not be in same update panel etc... but over all nothing working for animation. i am binding my datalist in itemDataBound....e.g. ImageButton imgbtn = (ImageButton)e.Item.FindControl("imgBtnPic"); Label lblAvatar = (Label)e.Item.FindControl("lblAvatar"); LinkButton lbName = (LinkButton)e.Item.FindControl("lbtnName"); Can somebody please suggest me something. thanks

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  • COCOS2D - Animation Stops During Move

    - by maiko
    Hey guys! I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy. However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops. I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick. The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick. Here is How I call the action: //WALK LEFT if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y 40 */ ) { [tjSprite runAction:walkLeft]; }; //WALK RIGHT if ( joypadCap.position.x = 71 /* && joypadCap.position.y < 100 && joypadCap.position.y 40 */) { [tjSprite runAction:walkRight]; }; THIS: is the how the joystick controls the character: CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle), tjSprite.position.y - distance/8 * sinf(touchAngle)); tjSprite.position = newLocation; Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

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  • IE10 - Progress bar animation issue

    - by user3723885
    I'm trying to incorporate some animated progress bars but I'm having trouble getting them to animate in IE10. I believe the problem is due to the keyframes being inside the media query but have not been able to get it working. Thanks for your help. HTML: <td><div style="width:150px;height:15px;border:1px solid black"> <div class="meter"> <span style="width:85%;"><span class="progress"></span></span> </div> </div></td></tr> CSS: .progress { background-color: #325C74; -webkit-animation: progressBar 3s ease-in-out; -webkit-animation-fill-mode:both; -moz-animation: progressBar 3s ease-in-out; -moz-animation-fill-mode:both; } @-webkit-keyframes progressBar { 0% { width: 0; } 100% { width: 100%; } } @-moz-keyframes progressBar { 0% { width: 0; } 100% { width: 100%; } }

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  • Android page Curl animation

    - by Meymann
    Hi... Two questions: Is there a simple way to do the Curl page flipping animation? A Curl animation is animation of pages flipping, including the page above rolling and the shadows over the lower page. What is the recommended way to do a "gallery" that displays two pages at a time (just like a book)? Is it: Letting the adapter display a linear layout of two images at a time? (it won't let me show a page flipping over the other like a book) Using two pages, placing somehow one near the other, and then when it's time to animate -move the next two pages over? What is the better way that would enable displaying the left page flipping over the right page? Thanks Meymann

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  • Android TranslateAnimation resets after animation

    - by monmonja
    I'm creating something like a SlideDrawer but with most customization, basically the thing is working but the animation is flickering at the end. To further explain, I got an TranslateAnimation then after this animation it returns back to the original position, if i set setFillAfter then the buttons inside the layout stops working. If i listen to onAnimationEnd and set other's layout to View.GONE the layout fickers. Judging from it is that on animation end, the view goes back to original position before the View.GONE is called. Any advice would be awesome. Thanks

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  • Recommended Reading for iPhone Core Animation

    - by morgman
    Can anyone here recommend any good books for getting my head around Core animation? I've been through the Apple docs and while I'm sure it's all there, I haven't been able to grok Core Animation yet... Is there an a good example I've missed? or some starting document I've overlooked? If not are there any good books out there on Core Animation... the few hits I've gotten while looking on Amazon don't rate anything too high, mostly MacOSX little iphone. Thanks in advance for any suggestions

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  • Silverlight standard loading animation does not get displayed.

    - by Anne Schuessler
    Can anybody enlighten me as to how the standard Silverlight loading animations (the swirling blue balls) are embedded in a Silverlight application and how they work? I currently don't see it although loading the xap takes long enough for the loading animation to be displayed. The problem is that I'm creating a xap dynamically and trying to write it to the Response Stream which might somehow interfere with the way most Silverlight applications work. So maybe there's something missing from the original aspx page or ClientBin that should be there that has been lost by accident. I haven't found any helpful information about how the loading animation is integrated into Silverlight that could help me debug the problem so far. Does anyone know what the animation needs to triggered as expected?

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  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

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  • Ellipse Drawing WPF Animation

    - by widmayer
    I am developing a control that is a rectangle area and will draw an ellipse in the rectangle area when a trigger occurs. This control will be able to host other controls like, textbox's, buttons, etc. so the circle will be drawn around them when triggered. I want the circle being drawn as an animation like you were circling the inner controls with a pen. My question is whats the best way to accomplish this. I've been doing some research and I could use WPF animation or I could use GDI+ to accomplish the tasks. I am new to WPF animation so that is why I am asking the question.

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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  • wpf do animation until background worker finishes its work

    - by toni
    Hi! I have an application that do some hard stuff when user clicks a start button and takes a long time. During this I would like to do some animation over a label, for example, changing opacity from 0 to 1 and vice versa and change foreground color between several colors at the same time changing opacity. I want it stops doing animation when background worker finishes its work. How can I do this? and how can I start animation and stop it from c#? Thanks very much!

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  • How to check when animation finishes if animation block is

    - by pumpk1n
    I have a controller which adds as subviews a custom UIView class called Circle. Let's call a particular instance of Circle, "circle". I have a method in Circle, animateExpand, which expands the circle by animating the view. In the following code (which lives in the controller) I want to alloc and init a circle, add it to a NSMutableArray circleArray, animate the expansion, and at the end of the expansion, i want to remove the object from the array. My attempt: Circle *circle = [[Circle alloc] init]; [circleArray addObject:circle]; [circle animateExpand]; [circleArray removeObjectIdenticalTo:circle]; [circle release]; The problem is [circleArray removeObjectIdenticalTo:circle]; gets called before the animation finishes. Presumbly because the animation is done on a seperate thread. I cant implement the deletion in completion:^(BOOL finished){ }, because the Circle class does not know about a circleArray. Any solutions would be helpful, thanks!

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  • PreferenceActivity used as main activity has strange animation

    - by Tobia Loschiavo
    Hi, I have a preference screen (subclass of PreferenceActivity) set as main activity (opened when the application starts). Anyway the animation android uses to open this activity is different from standard activity. It seems that two types of animation run concurrently: the usual fade animation and the right to left one. This is the code of the onCreate() method: getPreferenceManager().setSharedPreferencesName("app"); addPreferencesFromResource(R.xml.preferences); screen = getPreferenceScreen(); How can fix this glitch? Thanks

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  • WPF MVVM Property Change Animation

    - by cjibo
    I am looking for a clean way to start an animation that will have dynamic values. Basically I want to do an animation where an element changes width based on the data of another element. Say I have a TextBlock that's Text Property is Binding. When this property changes I want a visual element say a Rectangle for our sake to do a DoubleAnimation changing the width from previous value to the new value. I am trying to stay away from putting code in my view if possible. I've looked into DataTriggers but they seem to require that you know what the value would be such as an Enum. In my case it is just the value changing that needs to trigger a storyboard and the animation would need to start at the current(previous) value and move nicely to the new value. Any ideas. Maybe I just missed a property.

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  • How can an animator do animation targeted for the iPhone

    - by teepusink
    Hi, I'm working with an animator for the iPhone. The animator I'm working with isn't a programmer and has a background in Flash. (right now she's doing the animation in Flash and I need to convert to Objective C). For some it's ok because I can just use image frames, but there are more complex animation that would take longer for me to convert to Objective C. Is there any tools out there that can help the work flow easier? Just trying to find a way so I can just take the animation and stick it into the project. Thanks, Tee

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  • How to provide animation when calling another activity in Android?

    - by sunil
    Hi, I have two Activities A and B. I want to have the shrink Animation when Activity A calls B and maximize animation when Activity B calls A. I don't need the animation xml files for this. When we call another Activity in Android it gives its default animation and then it calls shrink animation. What I want is that the default animation should not occur and the animation that I want should occur. Can we actually give the animation when calling another Activity? Hope to get a quick response. Regards Sunil

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  • How to check image during animation

    - by TomTom
    I have set up an animation in the following way (self is an UIImageView, myImages an Array of UIImages): self.animationImages = myImages; self.animationDuration = 50; self.animationRepeatCount = 0; [self startAnimating]; During the animation I'd like to check the current image. I tried it the following way if([self image]==[UIImage imageNamed:@"image1.png"]); but this does not work. Is there a straight forward way for this? Can I keep track of which image is shown during the animation?

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  • Javascript Animation Toogle

    - by user1507270
    I am new to JavaScript (I had some lessons in school but those were basically basics of all basics :) ) and I am seeking for help with this animation made from scratch. Here is a code that I wrote: http://jsfiddle.net/bPZeH/1/. What it basically does is that it animates height of one div. What I would like to know is, how to write the function startAnimation(), so that if I click on the div while it is being animated, it will reverse animation (for instance: instead of animating height from 150px to 400px it will stop at the current value and then animate back to 150px). I basically want to make toogle from one value to the other. It would also be okay if it were able to toogle only after the animation has finished, but I would prefer the first option. Thanky you very much.

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  • Android TranslateAnimation resets after animation

    - by monmonja
    I'm creating something like a SlideDrawer but with most customization, basically the thing is working but the animation is flickering at the end. To further explain, I got an TranslateAnimation then after this animation it returns back to the original position, if i set setFillAfter then the buttons inside the layout stops working. If i listen to onAnimationEnd and set other's layout to View.GONE the layout fickers. Judging from it is that on animation end, the view goes back to original position before the View.GONE is called. Any advice would be awesome. Thanks

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