App inventor when canvas touched detect which spriteimage was touched - app-inventor

Hi in app inventor is there a way to detect which imagesprite was touched. I want to use the header to set a global index.
Thanks in advance

yes, each image sprite has its own Touched event, for example ImageSprite1:
In the Canvas.Touched event you only can get the information, if an image sprite was touched or not
http://ai2.appinventor.mit.edu/reference/components/animation.html#Canvas
Touched(number x, number y, boolean touchedSprite)
When the user touches the canvas and then immediately lifts finger: provides the (x,y) position of the touch, relative to the
upper left of the canvas. TouchedSprite is true if the same touch also
touched a sprite, and false otherwise.

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How magnify scale of items on touch in swift

I am new to iOS development. I'm trying to create an effect like the following figure shows. There is a list of items in a view, When user touch the view, a portion of the view is scaled from the touch center (but the top is aligned). When touch moves, the magnification effect moves as well with a smooth animation.
Look forward to any kind of help. Thanks in advance.

How to position a button using X and Y coordinates in xamarin forms?

I want to position a button at place having certain pixels distance from left and top. I have the exact position in pixels of where to place the button. But, how can I do so?
Try Absolute layout
https://developer.xamarin.com/guides/xamarin-forms/user-interface/layouts/absolute-layout/
Another option is create view renderer which implement this funcionality in native part.

Jagged edge Image on rotating with Evas map

I am making a watch application for Samsung Gear S2 with EFL Native application.
Problem was happened when I rotate hands of the watch.
Look at following image.
This is normal image I paste it to evas_object and it's not rotated yet.
After I rotate it, the edge of hands has changed to jagged shape like it.
Resolution of gear s2 is 360px X 360px so I make every image is fit to this size.
And I rotate image with following code.
Evas_Map *m = NULL;
m = evas_map_new(4);
//evas_map_smooth_set(m, true);
evas_map_util_points_populate_from_object(m, obj);
evas_map_util_rotate(m, degree, cx, cy);
evas_object_map_set(obj, m);
evas_object_map_enable_set(obj, EINA_TRUE);
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I was try fix it with evas_map_smooth_set() function.
EFL document is written to this setting makes image to "SMOOTH"
and default setting is "true". but I worried tizen change it to "false".
But jagged shape is still showing Despite after I set true or false.
The Watchface that created by "Gear Watch Designer" has not jagged image on rotating there hands.
How I can rotate Image without jagged edge?
OK finally I found why jagged edge is appear on rotating.
In the emulator or my gear s2, default EFL rendering engine is not opengl backend.
So I can fix it with following codes.
elm_config_accel_preference_set("opengl");
Write this code before create window (elm_win_add) it will make anti-aliased image on rotating image.
Sorry for the very late answer, but I believe you can fix this issue in two ways:
Call evas_object_anti_alias_set() on the evas object that is mapped.
As you've mentionned in another answer, use GL acceleration but you may even want to enable MSAA on the backbuffer: elm_config_accel_preference_set("opengl:msaa");

React Native: Continue animation with last velocity of touch gesture

In my React Native application I have some tiles (wrapped in a View for the example) which are half of the full width wide. They act as buttons and slide to the opposite side to open a menu. When I perform a swipe gesture and release the finger before the slide reaches its final position, I want the slide to animate to its final 'opened' position. The animation should start with the last velocity of the touch gesture for a smooth impression.
I implemented different variations but did not find a good solution (You can find my test-component in my GitHub repository). My View has a PanResponder to manage the gesture and to get the velocity. I started to use the Animated library, but the provided methods do not solve my problem. The only method where I can pass a initial velocity for the animation is the decay, but I can't pass a parameter where the animation should stop. With a timing animation I can set a final value, but can not pass a initial velocity (so the animation starts with a velocity of 0 which looks very jumpy). I tried to combine these two methods, but that does not work properly.
On iOS I could use a horizontal ScrollView with pagingEnabled, which shows the desired effect - but then I do not have the feature on Android.
Any ideas how I can solve this problem and show a smooth animation, starting with an initial velocity and ending on a given position, after the touch gestures end?
Thanks for your help!
EDIT I added the link to my last test component...
You can get a close approximation of the velocity by setting the duration of the timing animation
const duration = Math.abs((this.props.MAXDISTANCE - Math.abs(distanceMoved)) / velocity);
MAXDISTANCE is your final position
distanceMoved is the current position (gestureState.dx)
velocity is the current velocity (gestureState.vx)
You can use Animated.decay or Animated.spring to achieve this effect.

Unity3d Updating position with animation simultaneously

I have an animation for humanoid models to simulate climbing. I have been looking for a way to stimulate this animation when the model comes next to the window. I used the triggers to determine where the model is and it worked. However, when I execute the animation, the position of the model is not being updated according to the animation. I am using offmesh links and nav mesh agent and I disable nav mesh agent when the model triggers. How can I use the animation and provide the update simultaneously?
Animation Properties
Thanks in advance.
I don't think the animation should take care of the movement. You should control that somewhere else. You could make the animation climb from y = 0 to 5 but then it won't work if your ladder is at y = 3.
You'd better have a method that is called from the animation using AnimationEvent so that when you trigger the animation, it also triggers a movement of the object upwards/downwards regardless of the current position of the object. It would simply use Translate and disabled input until the animation ends.

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