Nativescript height reset after animation - nativescript

While using the Nativescript animate function the element grows in height as expected, but when the animation is over it goes back to the original height.
This is what I tried.
this.messages = <StackLayout>args.object;
this.messages.animate({
height: 400,
duration: 1000,
curve: AnimationCurve.linear
})
I also tried multiplating the element .height property itself but it had no effect.
this.messages.height += 10;
I am testing this on a Iphone X IOS 13.2
Does anyone know why this is happening?

Related

Animating a view in a real time

I am trying to create animation that is connected to real time.
I have two points on my screen and an image moves between them. So for example I have an image that is at the Strat point at 12:00 and I want it to be at the end point at 12:10.
func animate_this_image(start: Date, end: Date, imageView: UIImageView, start_point: CGPoint, end_point: CGPoint) {
let duration = end.timeIntervalSince(start)
let frame = CGRect(x: end_point.x, y: end_point.y, width: 60, height: 60).offsetBy(dx: -30, dy: -30)
UIView.animate(withDuration: duration) {
imageView.frame = frame
}
}
My problem is that I want it to be connected to the actual clock. So for example if I close the view at 12:02 and open it at 12:09 I want the image to be at the correct place between the two point (roughly at the end). Instead at the moment the image starts again from the start point. That is happening because I just take the two dates and use the difference as the animation duration.
Anyone that has had similar problem or a suggestion on how I can solve this?
This is connected to a map. I have two points and a poly line between the points. I wanted an image to glide between the points. I could not figure anything easy with the map so I created a view on top of the map that has the image view on. I transfer the points from the map to the other view to get the start and stop points. Maybe there is a better way to do this by using the map?
Cheers,
Jonas
This was easier than I thought... this is my solution
func animate_this_image(start: Date, end: Date, imageView: UIImageView, start_point: CGPoint, end_point: CGPoint) {
// find the total duration and the time left until reaching next point
let duration = end.timeIntervalSince(start)
let time_left = end.timeIntervalSince(Date())
// the percentage is used to calculate how far is left on the line
let percentage = time_left / duration
//calculate the correct point at this time
let x_dist = (end_point.x - start_point.x) * CGFloat(percentage)
let y_dist = (end_point.y - start_point.y) * CGFloat(percentage)
imageView.frame = CGRect(x: end_point.x - x_dist, y: end_point.y - y_dist, width: 60, height: 60).offsetBy(dx: -30, dy: -30)
// define end point
let frame = CGRect(x: end_point.x, y: end_point.y, width: 60, height: 60).offsetBy(dx: -30, dy: -30)
// Then animate it
UIView.animate(withDuration: time_left) {
imageView.frame = frame
}
}

jCanvas method drawRect() position issue

I have a problem with jCanvas which is a framework drawing canvas and jquery.
When I set x = 0 , y = 0 The .drawRect output should be same as the pure javascript result.
I tried the document and google but I did not find anything to solve this.
Screen shoot:
Pure js result
jCanvas result
Please help me.
Many thanks.
// Pure javascript
var canvas = document.getElementsByTagName('canvas')[0];
var ctx = canvas.getContext("2d");
ctx.fillStyle = 'blue';
ctx.fillRect(0, 0, 100, 100);
// jCanvas
$('canvas').drawRect({
fillStyle: '#000',
x: 0, y: 0,
width: 100,
height: 100
});
To run this code, please copy and pass to this sanbox.
https://projects.calebevans.me/jcanvas/sandbox/
From jCanvas documentation:
The [.drawRect's] fromCenter property determines if a rectangle’s x and y properties lie at its center (as opposed to its top-left corner). This property is true by default.
So yeah. Your X and Y with jCanvas, refer to the center of the rectangle, unlike canvas' fillRect X and Y, which refer to the top left corner of the rectangle.

How to get the same layout dimensions for all iPhones in my sprite kit game Swift

This is the code the set the layout for my game the problem is that when my game is play on a smaller version phone the layout changes how do i keep the same dimensions
Code:
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
let sKView = self.view! as! SKView
sKView.ignoresSiblingOrder = true
scene.size = sKView.bounds.size
let reveal = SKTransition.fadeWithDuration(0.45)
sKView.presentScene(scene, transition: reveal)
}
}
The code above doesn't work well it does but only for iPhone 6 plus which is the iPhone I'm test my application with but it doesn't change dimensions when on smaller iPhones.
The only way that I'm aware of is to manually resize and move nodes based on screen size, for example:
if size.width == 320 && size.height == 568 {
//iPhone 5/5S screen dimensions
spriteNode!.size = CGSize(height: 30, width: 45)
spriteNode!.position = CGPoint(x: 100, y: 50)
} else if size.width == 768 && size.height == 1024 {
//iPad screen dimensions
spriteNode!.size = CGSize(height: 60, width: 90) /* Twice the normal size */
spriteNode!.position = CGPoint(x: 200, y: 80) /* Moved over and above a bit */
}
It's a pain in the neck, but AFAIK it's the easiest way to resize nodes to fit different screen sizes.
The way I'd usually go about this is as follows: when creating the scene, I will set the size to specific defaults based on the device; eg: for landscape only mode (sizes are just for example):
let size =
UIDevice.currentDevice().userInterfaceIdiom == .Pad ?
CGSizeMake(3200, 2400) : // all ipads, 4:3 ratio
UIScreen.mainScreen().bounds.landscapeSize().width < 568 ?
CGSizeMake(2400, 1600) : // iphone 4s rows; 3:2 ratio
CGSizeMake(2850, 1600) // other iphones 16:9 ratio
This allows me to have known sizes for the scene on any device.
To layout UI elements, I use the scene size and use offsets, so a button at the top left will have coordinates (0, scene.height) (for a sprite anchored to (0,1)), and that button will always appear on the top left of any scene in any device.
It is usually better to have a node hiearchy in your scene
Scene
BackgroundNode: SKNode, zPosition = 0
WorldNode: SKNode, zPosition = 10
HudNode: SKNode, zPosition = 20
This will allows you to zoom in / zoom out on the world node (which contain gameplay elements) while keeping UI elements (buttons) in the HUD node a fixed size.
To zoom in/out you modify the worldNode scale directly, for example scene.worldNode.setScale(scaleAmount). (assuming you are not using SKCameraNode)
This scheme will allow you to not have to position/resize individual sprites for each device; rather changes are done at the root level - in this case the worldNode, and also allows you to have UI elements that more or less scale appropriately based on device, and remain fixed independent of your worldNode scale.

Rotate image on its own center kineticJS

I'm trying to rotate an image added to my canvas using KineticJS.
I got it almost working.
I know I need to set the offset to 'move' the rotation point, that part is working.
But it is also moving to that location of the offset.
After doing some rotating I can drag my image to another location in the canvas and continue rotating around its own center.
I don't want to rotate the whole canvas, because I have multiple images on a layer.
The relevant code:
function rotateLayer() {
// Rotate bird image
var rotation = 15;
// Set rotation point:
imageDict[1].setOffsetX(imageDict[1].width() / 2);
imageDict[1].setOffsetY(imageDict[1].height() / 2);
// rotation in degrees
imageDict[1].rotate(rotation);
imageDict[1].getLayer().draw();
}
A working demo is on jsfiddle: http://jsfiddle.net/kp61vcfg/1/
So in short I want the rotation but not the movement.
How you want to rotate without movement?
KineticJS rotate objects relative it's "start point" . For example for Kinetic.Rect start points is {0, 0} - top left corner. You may move such "start point" to any position with offset params.
After a lot of trail and error I found the solution.
The trick is to set the offset during load to the half width and height to set the rotation point to the middle of the image AND don't call image.cache:
function initAddImage(imgId, imgwidth, imgheight) {
var imageObj = new Image();
imageObj.src = document.getElementById(imgId).src;
imageObj.onload = function () {
var image = new Kinetic.Image({
image: imageObj,
draggable: true,
shadowColor: '#787878',
shadowOffsetX: 2,
shadowOffsetY: 2,
width: imgwidth,
height: imgheight,
x: 150, // half width of container
y: 150, // half height of container
offset : {x : imgwidth / 2, y : imgheight / 2}, // Rotation point
imgId: imgId
});
layer.add(image);
//image.cache();
layer.draw();
imageDict[currentLayerHandle] = image;
currentLayerHandle++;
};
}
I've updated my demo to a working version:
http://jsfiddle.net/kp61vcfg/2/

Programmatically paint an illuminated section of a speedometer

I am trying to make a gauge in Qt Quick that has sections that "light up" from 0 to the needle's position.
One way I can think of doing this is by having an image of the segment and painting it and rotating it many times from code. However, I don't know how this can be done in QML.
It doesn't have to be QML and it doesn't have to be Qt Quick; it could be anything as long as I can use it with Qt and within Qt creator and preferably works accross platforms.
Edit: Made rough sketch but StackOverflow requires me to have 10 reputation to post them, so I am placing links.
No segments illuminated ---------------------------- Some segments illuminated
-
You could easily use a Canvas element to draw an arc stroke with control over its start and end position. Just compose that below the scale of the gauge.
Here is an example how to do that using a value from 0 to 1 to select how "full" the gauge is.
ApplicationWindow {
visible: true
width: 500
height: 500
Canvas {
id: canvas
anchors.fill: parent
rotation: -90
onPaint: {
var c = getContext('2d')
c.clearRect(0, 0, width, height)
c.beginPath()
c.lineWidth = 30
c.strokeStyle = "red"
c.arc(250, 250, 250 - 15, 0, Math.PI * 2 * circ.value)
c.stroke()
}
}
Slider {
id: circ
minimumValue: 0
maximumValue: 1
value: maximumValue / 2
onValueChanged: canvas.requestPaint()
}
}
As requested by Mitch, I explain - the canvas is rotated at 90 CCW degree because of the way Qt draws arcs - they do not start at "12 o'clock" but at 3. You can remove the rotation of the canvas just in case you might want to draw extra stuff, cuz you wouldn't want to make all your drawing offset at 90 degree just to sit right with the rotated canvas, all you need to do to get rid of the rotation is draw the arc in range -Math.PI * 0.5 to Math.PI * 1.5 to account for the art starting at 3 o'clock.

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