Jumping to particular frame of timiline - timeline

I am working on a project which uses cretejs timeline and on next button we have to move from current frame to frame 200. how to jump in this case using createjs timeline.

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React Three Fiber ScrollControlls Infinite

I've been trying to replicate this scene from Wonderland.studio.
I used a combination of image gallery and inifinite scroll but I'm still missing a few things.
Whenever the scroll length ends camera restarts back to its starting position. Instead, I would like to have the effect of continuing moving.
I have 5 panels/screens and I want to repeatedly display them as the user scrolls further,

Unity - UI is in different location in build than in the editor

I have UI of a gun that I keep in the right-bottom of the screen, and properly stays there when i run in edit mode, but for some reason when i build it, it snaps to the left side. I have the UI set to scale with screen size and 1920x1080 as the reference, and all the UI elements are anchored to the bottom right side. Any ideas?
Screenshots:
In-build
In-editor
I have a script that controls weapon bobing and recoil when the gun fires, but I see no reason as to why this would work in the editor but not in the build. It takes the original position of the ui and just builds off of it with hard coded offsets.
Solved it - Just save the position on frame one as the origin, not sure why the aspect ratio would effect it with my settings, but it is what it is

Oracle Reports: How to Get Image - that I Inserted It - Under A Repeating Frame?

I inserted an image(B_3) to my report. How can I get this image under repeating frame (R_1)?
image should be a little bit smaller than the frame
paint the frame white or yellow or some similar color (so that it is clearly visible on the screen)
make the frame surround the image, i.e. the image should - visibly - be placed "inside" the frame
select the frame in Paper Layout editor (click on it)
go to the Layout menu and use:
send to back if this frame should be the "last" - this is usually used for the outmost frame, or
move backward - you might need to repeat this action several times, depending on how many "steps" (layers) separate image and frame
you're done once you see the image "above" the frame
remove frame fill color

CreateJS : Listen for particular frame in Sprite animation or obtain frame label index?

Is there any API to listen for a particular frame during an animation of a Sprite in CreateJS? There was kind of a way to trigger events at particular frames in a Flash MovieClip, but not sure how to do this in CreateJS.
I could achieve this by listening to the change event of the Sprite while it animates, check the currentFrame on each event, check if the frame index is the one to which I want to react, BUT, this seems rather laboured, and means I have to hard code to an index instead of a frame label.
Interestingly, the _animations property of a Sprite seems to be intended to be private, so although I can use this property to ascertain the length of the animation, again, would still have to hard code to a index value. (Out of curiosity, why not have mySprite.length() API? Flash's MovieClip has a number of frames prop...).
Is there a way to make frame labels in CreateJS? In the docs here, I can see the use of:
instance.gotoAndStop("frameName");
...but I don't see any documentation on how to set frame labels in a SpriteSheet for a particular animation sequence, or how to retrieve the index of the frame associated with a frame label.
Thanks for your help!
The gotoAndStop and gotoAndPlay methods both allow for a frame number or animation name (not frame name). You can label animations when you create a SpriteSheet, but you can not otherwise make named keyframes inside of animations.
To determine the keyframe, you could check the currentAnimationFrame (doc) on your main tick function, or listen for the change event (doc) from the Sprite.
sprite.on("tick", function() {
if (sprite.currentAnimationFrame == 10) {
// do something
}
});
Note that depending on your app framerate, you might have to store the previous frame, and check if the playhead has passed a certain frame, as EaselJS may skip frames depending on the speed of playback.
--
The length property is a good idea, but it would likely have to be a method that you pass in an animation name. I have logged an issue on the EaselJS GitHub

How to stop animation on the start position / frame zero

I tried to stop the animation objects with a button, I want to when it stops, the object is located at the starting position.
For example I have a cube with animated moving position. when the stop button is pressed, the cube back to its original position.
When no animations are playing, Unity does not change the object's position at all - so stopping it will not reset the position for you. It will just not move it any more.
If you want to return the object to the configuration it was in before you started playing your animation, you have to do it yourself. Your options are:
Make the start position be set by an animation as well. That way you can just play that animation after the other one has finished.
Make the animation you're playing return the object to its start position at the end - i.e. have the last frame of the animation be back at the object's start position.
Write code that captures and restores the object's position, by saving the values of transform.position/transform.rotation and then setting them again when the animation has finished.

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