I'm working on a project and I'm currently stuck at the GUI. I'm trying to make a bar like in the picture: a white circle is slowly filled up with beer but the beer image should move up instead of stretching, the image is squared because at every moment it should fill horizontally the white circle, but should not go outside the white circle.
I made the slider fill bottom to top, then assigned the beer image to the Fill area and set Preserv Aspect so it doesn't stretch, but I don't know how to go on. How do I proceed? Thanks in advance for the help.
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Hope everyone is having a good day. I recently built a filter with a camera effect over it but i’d also like to add a plane tracker on top of it (a company slogan texture image). I added in my Facetracker > Plane > add Material and it shows up on my preview screen (the development grid) but it doesn’t appear on a preview of the filter (mockup screen with my face). I am not sure why this is happening and I don’t know how to fix it.
If anyone has any has any solutions it would be very helpful. I am open all suggestions.
Thanks so much!
Face Tracker shows up on my grid but not my actual effect/filter
Use this: Facetracker > Canvas> Rectangle > add Material
Click on Rectangle and on the right panel, click on the 100% on the Width and select Fill Width & the same on height but Fill Height
It isn't appearing as planes are for 3D materials for positioning these 3D materials anywhere in the scene
A rectangle provides a space to apply 2D materials and must be a child of a Canvas
Also, You can't have a plane tracker under a face tracker as the plane is an infinite horizontal tool
Is it possible to move the background image in app inventor?
I'm trying to use the call canvas background pixel color block to get the color of different parts of the background. If I can't move the background image, can I use math blocks to change the x and y parts of the call canvas background pixel color block to a variable?
Important Note
I am referring to the image sprite, under the drawings and animations tab.
An image will have coordinates once you put it inside of a canvas. In order to move it, create 2 sliders with 2 balls and 2 narrow canvases that are (seemingly) equal to the ball's diameter. (Place underneath the image, make sure the image isn't too big)
Go into blocks and place the "when dragged" command, and hook up the change in the ball's x/y to the change of the images x/y. (Assuming you know how to make the ball move while you drag it, also very simplistic). This will make the image's movement equal to the ball's movement (1:1 ratio) Depending on how much you want the image to move, your'e going to have to implement a ratio.
When you drag the ball(s), the image should move with it.
I want to create a top down game, on which the "camera" rotates with the character (like in Tap Tap Dash). But Phaser does not implement camera rotation, so I followed this thread to create a world group, which will be rotated.
As you can see in the following screenshot, after rotating the Tilemaps (the road and the arrows) as well as the sprites (the coins), black areas occur. What is really strange is that the sprites are rendered correctly as you can see on the bottom of the screenshot, but the Tilemaps are not fully rendered.
I have tried to resize the world again and trying all kind of methods of the camera, world and layer object. But I am out of ideas. Hopefully someone can give me a hint how to approach this problem.
Thank you!
// Function to move imagem, when zoom
function moveImage(object, moviment , image){
}
http://jsfiddle.net/braziel/nWyDE/
Friends, I have a hard time "how to" move an image when zoomed.
In the above code, the first 3 basic functions of the application are running. I carry a picture, I can rotate it left or right and I can also do a Zoom.
When I give zoom the image, I need to move it, but not exceeding the limit of the image.
I am using scale to zoom, but do not know how to move it.
Thanks in advance.
Sorry my bad English.
If what you mean by moving when zooming is that you only manage to scale the image so that it zooms on its top-left corner, and you would like to be able to zoom on a specific point inside the image, then the solution is usually to translate the point to the origin, scale and then translate back.
See this question: Zoom in on a point (using scale and translate)
Friends, this problem was solved another post.
How to add image, image rotate and move the image.
Rotate + Zoom Image
I am a complete novice when coming to using Flash but I am looking to create an animation similar to the line into text animation at:
http://www.louisebradley.co.uk/fl/
where instead of running from the top of the screen I want the line to effectively stretch across my homepage horizontally.
I have created an animated gif that does the job but it takes a long time to stretch across 974 pixels in width, and if the frames are reduced it takes away any smoothing effect. I did this in photoshop by simply creating 20 or so frames, each increasing the size of the line by 60 pixels until the full page is covered.
Would I be better off creating the effect in Flash? And if so, where on earth do I start!! Would tweening do this, and how I would I implement it?
Thanks in advance for any help!
I am assuming you are talking about the line to the left of the main navigation? If this is the case, this is being done using a mask that is tweened. You can simply draw out the shape you want "wiped" across the screen and than on the layer above it, draw a box over the shape to be animated. Right click the layer the box is on and select "mask". You can now tween the mask to move from right to left over the shape you drew and it will appear to wipe over. Just remember, whatever the mask is currently over, is what will show through from the layer that is masked. Think of the mask as a window. This can be completely done without actionscript and only using the timeline.