I tried to use MPFoldTransition for my UIView animation. But I want it like flipboard. That is, it should be animated as per the user touch.
Please help me that how can I achieve it. Also, is there any other library for UIView animation like flipboard.
If you want to use a library for this flip, MPFlipViewController uses MPFoldTransition and works with a pan gesture.
Also, take a look at https://github.com/ITechRoof/ITRFlipper
If you want to build this yourself and have a true flip like Flipboard (where it flips in the middle, with appropriate shadows), taking a snapshot of the view and using a simple matrix transform can do the trick. I'm not going to go into all the details as I could talk for hours about animation timing and shadows.
Related
Basically I have an opaque View covering a screen, and I want to build an animation that is something like a (perfect circular) hole in the view forming in the center (so to reveal whats underneath) and expanding outwards.
I'm thinking that there could be a few creative ways to get this done, and that perhaps the most corresponding CSS property to play with would be 'clip-path'. If that is the case, I don't believe ReactNative Views offer that, and 3rd party libraries w/ SVG & clipping features seem like they wouldn't play well with Animating the effect.
Any ideas much appreciated!
You could use https://github.com/react-native-community/react-native-svg !
The library supports SVG's better and allows you to animate with Clip-path!
I'm using Storyboard with DoubleAnimation to translate Y of a StackPanel from top to bottom.
It works fine. But what I want is to accelerate it when it is about to reach bottom (like the status panel of Android).
I read this tutorial here, but it seems to apply to Silverlight only.
How to do that ?
What your looking for is an easing class.
Easing classes change speed with time. So an animation will start out slow and go fast or the opposite etc.etc.
Here's the documentation on ExponentionalEasing. Its pretty straightforward
http://msdn.microsoft.com/en-us/library/system.windows.media.animation.exponentialease(v=vs.95).aspx
However if you want more fine tuning you'll have to use KeyFrames and set the time difference between them
Hi I'm looking to do the following:
For a game, Create some effects based on the current view.
The code needs to grab part of a view then manipulate it.
One I need is "glass", so when the character walks behind the glass(or where the glass should be), the code will grab the image behind the glass and stretch it and reprint it where the glass should be, to give the effect of walking behind a lens.
What is the best way to do this?
I've never tried any thing like this before, so any help will be great!
I think you're asking about the image manipulation capabilities of the cocoa framework, in which case I reccomend looking into CoreImage:
http://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/CoreImaging/ci_intro/ci_intro.html#//apple_ref/doc/uid/TP30001185
The NSBox draws on top of the player view, the resulting composition gets a CIFilter (distortion) applied to it before drawing.
I'm working on an iOS game, and part of it requires the player to be able to touch and interact with some lines that are drawn on the screen. Essentially, I need to be able to detect whether or not a player has touched a line, and if so, change it's color/thickness etc.
Now, I know I can overwrite the draw method on a custom class with ccDrawLine and render out the line. Is that preferable to using OpenGL to render them?
Thanks
Sure, it is preferable, because cocos2d takes care of content scaling. I suggest you take a look at ccDrawLine function inside CCDrawingPrimitives.m.
Coming from the iOS world where we have UIImageView and the property animationImages:
http://developer.apple.com/library/ios/documentation/UIKit/Reference/UIImageView_Class/Reference/Reference.html#//apple_ref/occ/instp/UIImageView/animationImages
Where animationImages is just an array of arbitrary animation frames. You specify the images (maybe 15), then set the total animation time (maybe 4 seconds) in one of the other properties, then just start the anim and the images in animationImages will play sequentially over the specified time with an even frame rate.
How would I do the same with WP7/Silverlight? This all Expression Blend seems wonderful, but I just can't find a way to animate the image source (I'm guessing it might be impossible). How would I do the same? Should I add a unique image object for each frame in the animation, then play around with visibility/opacity properties and manually have to create all the spaced out key frames? That sounds like a lot of extra work + overhead and not a nice way to go...
http://www.windowsphonegeek.com/articles/WP7-Animations-in-depthndash-Overview-and-Getting-Started
http://www.wearerighteous.com/wp7-development/xaml-animation-in-silverlight-for-windows-phone-7/
http://www.windowspresentationfoundation.com/?p=712
Try out these links. Especially the first one, I think the first one resolve all you doubts. In wp7 we can go for two options either XAML based (static) animations / or with the help of C# code. By using blend u can create all sot of static animation with out any issue. Here the animation is working on the basis of page frames. If u are interested in learning more about Animation try this too;
http://msdn.microsoft.com/en-us/library/cc189019(v=vs.95).aspx
You can actually animate the Image.Source property here's a tutorial.
Animating Images in WP7