Is there a way to avoid multi click on SVG - animation

If you animate an <svg> on click event begin="item.click" and the animation duration is for exemple 5 sec. If you click before the end of the animation, it becomes a big mess.
Is there a way to avoid click until the en of the animation ?
Here is a pen I've done. I you click several time, it's a mess !

The restart attribute can be used to prevent an animation being restarted when it's running. Try restart="whenNotActive"

Related

In godot, I want to run an animation tied to an animated sprite one time only

I can't do this at the moment because the system I'm using to detect input runs once every frame, meaning that the animation will continue looping every frame. I tried making it so that the animation would only run when the spacebar is being held down, but it just made it start and then pause when the spacebar is unheld, which is not what I'm going for. Is there any way to make it such that when a certain key is pressed, an animated sprite runs its animation once and then stops? Thanks for your help.
Telling the animation that currently playing to play is fine. I believe the issue is with stopping it. For that I suggest having an "idle" animation. So that instead of stopping the current animation, you can tell it to play the "idle" animation (which could be as simple as one frame).
Now, if you don't want to tell the animation to play every frame, use Input.is_action_just_pressed and Input.is_action_just_released, and that will tell you when to start and stop the animation.
And if you prefer to only run code if there is some input event, you can use _input. See also _process vs. _physics_process vs. *_input and Using InputEvent.
Addendum: I paid little attention to "only one time". In the SpriteFrames editor, where you define the animations, there is a toggle in the bottom where you can tell Godot if you want the animation to loop or not.
In the odd case where you might want to change that from code, it would be something like this $AnimatedSprite.frames.set_animation_loop("animation_name", false) to make the animation not loop (you still need to tell Godot to play it, this changes how it plays from there on). Or you can replace false with true to make it loop again.

Unity 5.2 Animator window / tab

When I double-click on an animator controller to launch it, the animator tab appears, but when I run the editor, I don't get the usual flow, operations, etc... I only get a static view of the states and transition arrows between them. My parameters do not show the changes they go through either.
I have multiple animations and can switch between them when certain game conditions occur, but nothing really shows when I do so, to see the flow of control, what happens, what goes wrong, the switching, the progress bar, etc...
I have the latest Unity 5.2.0f3 so I wondered if it is just me or others are having a similar problem...
What we need to do is this: Once we hit the play in the editor mode (and have the animator window docked on one side, of course) we just go and click the object in the hierarchy for which we want to analyse the animation flow. And the animator window will start showing the states and the progress bar.
Also, after upgrading to Unity 5.2, it is worth checking the values that were previously set for transition states, for example if vSpeed is greater than 0.1 then start walking. All my set values were messed up; i.e. changed.

Construct2 - Layout transition is not showing animations

I am having a problem with my game: when I press the "go back to main menu" button at the pause menu, I go back to the main menu layout. The problem is: It does not run sprites' animations of the main menu, just movements. How can I fix it? Oh, and by the way, reset layout did not work. I tried debugging it and found out that the sprite animation is playing, but the current frame is not changing. PLease help me
Without taking a look at your spritesheet, I'd do the following to try to find the bug:
1-See if animation speed is set to 0 or if it's being set to 0 somewhere in your events.
2-See the time scale. I, personally, use time scale = 0 to make pauses. I think you can bug your animations if you do not set it properly again to 1.0 but so far I don't think this has happened to me yet so I'm not sure.
3-See if your animation is set to loop. Perhaps C2 is considering that your animation has already ended its first run.
I just had a similar problem. Turned out I was pausing and setting the time scale to 0 and then returning to the title screen, only after reading this did I realize I needed to change the timescale bqck to 1.

Is it possible to find an element like a button and click it, when it is continuously moving on? e.g Carousel

I am using Selenium Webdriver(Ruby) to automate my web app and my web app has this carousel wherein my element continuously keeps moving in a loop.
By the time I locate that element and try to click it, element moves ahead.Hence I am not able to locate that element.
I tried finding and clicking that moving element by following code:
{
ele_button = driver.find_element(:xpath,"xpath")
sleep 10
ele_button.click
}
I thought that by 'sleep 10' I could make that element wait for 10 seconds and then click it.But this does not work and I am getting ElementNotVisibleError whenever I run my script.
Question:
Is it even possible to automate a moving element? If yes please provide me a solution.
Yes it is absolutely possible. I handled same scenario for carousel on my site. There are three ways:
Most carousel stop on mouse hover. So you may use it to stop the
carousel. Use Actions class to move over to the carousel. Once it
stops you may click on it.
If you want a specific slide, you can click on dots or any other navigator, like prev/nxt, to reach your slide and then click it.
The sure shot way to click your specific slide, without worrying about whether it is displayed or not is to use Javascript to click it (Which I had done in my case although I had also implemented 2nd way but I found javascript the simplest solution).
Why are the actions divided?
I would recommend the following:
driver.find_element(:xpath,"xpath").click()
so it will find the object and click on it.
Another thing you can do, as we doing in selenium with java that put the implicitlyWait according to the time on which your button came back after one rotation; now perform click just after implicitlyWait
driver.manage().timeouts().implicitlyWait(30, TimeUnit.SECONDS);
// Suppose a rotation of button takes 30 sec
driver.findElement(By.xpath("/html/body/div[2]")).click();
// action performs on the element
In ruby you have to use this type of syntax
#driver.manage.timeouts.implicit_wait = 30

Show hide symbol in Adobe Edge

Just trying to get my head around Adobe Edge. What I want to achieve sounds simple but having real trouble. I have a button element, that when mouseover, displays an animated symbol I have.
Currently my code,on the button is Mouseout:
sym.$("pgicatext2").hide();
and mouseover:
sym.$("pgicatext2").show();
This doesn't seem to be working. I can achieve the result if, I turn off the movie symbol, and use this code on the button
sym.$("pgicatext2").toggle();
The trouble is of course it doesn't replay the animation every time you mouse over, and all the while it's hidden it's playing the animation.
I see its been a month since you posted this. Hopefully you solved your issue. Your code for hiding and showing looks right. One thing I have had happen in some of my projects is that I inadvertently placed an object or symbol with 0% opacity on top of a button or something I had a mouse over event. Make sure that the button you have does not have anything layered on top of it. Another thing would be to turn off autoplay of your symbol, and add sym.$("pgicatext2").play(); into your mouse over. I know those are pretty obvious answers, but sometimes it is easy to forget the obvious.
Please get through following steps:
Check if the button is over all other visible layers ('Elements'
tab). Maybe setting cursor to 'pointer' will help to check it.
Use 'Mouseenter' and 'Mouseleave' instead of 'Mouseover' and
'Mouseout'. The difference is explained here.
Make sure that your animated symbols 'autoplay' option is off. If
you did not tick it off while creating the symbol, just set Playback
to 'Stop' on Stage at the very beginning of the timeline
Lets do some coding. Lets assume that your animated symbols name is
"film". You need to set following actions to your button element:
Mouseenter:
sym.$("film").show();
sym.getSymbol("film").play();
this basically shows up your 'film' element and plays 'film' symbol
Mouseleave:
sym.$("film").hide();
sym.getSymbol("film").stop(0);
this one hides your 'film' element and stops 'film' symbol at the beginning of animation (0ms)
Enjoy!

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