I'm using easeljs in order to control my CANVAS.
And I'm trying to make animation by changing images, but not using spritesheet.
But whenever images are changed there is time lag( like blinking)...
How can I remove blinking not using spritesheet?
My guess (until you provide code), is that the image is being loaded during this gap, that's why you see a blink, and this is because you are loading the image in the same container (meaning the place where the image is loaded/displayed).
The solution to this is to use 2 containers, one in the top of the other; you have the first image loaded, and when you load the next image, you set a complete event on that second image, and when the second image loads, you remove the first one.
In the end you will have to create a class to manage both images and their events, this because if you are trying i.e. creating an image rotator, you will have to swap the bottom image loaded to the top, to make a smooth transition, and/or to add an alpha tween.
This is a very simple outline:
Container
topImage
bottomImage
this.addChild(topImage)
this.addChild(bottomImage)
bottomImage.on("complete", function(){
//add effect to top image (fade out)
//load image into top image
//fadein effect
})
topImage.on("complete", function(){
//first time you have to add an fade in
//but you can remove the event after that
})
this.load = function(path){
bottomImage.load(path)
}
Related
I'm working on a basic design app where the user can upload images to a canvas, drag them around and resize them. The problem I have is resizing the image with a mouse drag. I'd like the user to position the mouse pointer on either corner of the bitmap image and drag either towards or away from the bitmap to resize it proportionally. I'd be grateful for any code or suggestions.
Lanny mentioned that you had this question here. ZIM, which is based on CreateJS has this functionality built in - it is called transform(). We also have an uploader built in called Loader().
Here is the code that you would use inside the ZIM template available on the code page at ZIM https://zimjs.com
const loader = new Loader().center();
loader.on("loaded", e=>{
e.bitmap.center().transform();
// or if you want multiple files
// loop(e.bitmaps, bitmap=>{
// bitmap.center().transform();
// });
loader.removeFrom();
stage.update();
});
Below is an image that has been loaded. You can try it here https://zimjs.com/explore/uploadresize.html. The transform interface will go away when the user clicks off the image and then comes back when they click on the image. There are various options for all of this that you can read about in the Docs available on the ZIM site.
All your regular CreateJS will work and you will find that ZIM is helpful in many other ways too! Aside from transform() there is drag() for normal dragging, and gesture() for pinch zoom and rotate - you would use one or the other of these not combined.
I'm working on a new UI-element in an vb6 programm. I need to place pictures dynamically on 2 diffenent colored background lines:
I tried out two different ideas but none of them is working:
Idea 1
I used image control and assigned an image to the control. Then I set left, top, with and hight properties to values where I want to place the image. Image was places at correct position but not in foregound on a frame but in background (behind coloured frame).
Can anyone tell me how I can place an image control in foreground (on green coloured frame)? I need to place these image controlls dynamically from code in running program.
Idea 2
In second sulution I tried to use picturebox instead of image control. Picturebox can be placed on colored background (frame) without any problems.
Here the problem is that loaded picture has to be scaled to size of picturebox picture property. Picture is loaded to picturebox by following code: Picture.Picture = LoadPicture("F:\img.JPG")
Does anyone know how I can scale this img to size of picturebox?
Can anyone help me to follow up one of the solutions. In principle I would prefere to use Image controls if it is polible to place them in foreground on frame.
I'm going to guess that after creating the image control, you are moving it onto the Frame. If so, this is why the control is behind the Frame. You really want the image to be inside the frame. The key to do this is to set the Container property.
Dim img As Image
Set img = Me.Controls.Add("VB.Image", "Image1")
If Not img Is Nothing Then
img.Move 200, 200, 400, 400
img.Stretch = True
img.Picture = LoadPicture("your image.jpg")
Set img.Container = Frame1
img.Visible = True
End If
I have a background image and I need to add bunch of oval buttons or images on in my case the "greenish" buttons on top of the background image, that I can click in each one of them and call a function passing a parameter. Please look on the screen shot and let me know how I can position every one of the buttons on top of the image and access them with a click (onPress). I guess the only way is using flex box but I couldn't figure out the style for it.
Thanks
Just style all the green buttons on relatively to the image's boundaries with position: absolute. Percentage values for positioning should work, if your image scales properly on screen size change.
I am wondering how I would be able to use animated shapes inside a movieclip that would be acting as a mask?
In my Animate CC canvas file I have an instance (stripeMask) that should mask the below instance called mapAnim.
stripeMask contains shapes that are animating in.
So when the function maskIn is called, the playhead should move to the first frame inside the stripeMask clip (the one after frame 0) and animate the mask like so:
function maskIn(){
//maskAnimation to reveal image below
stripeMask.gotoAndPlay(1);
}
I love AnimateCC and it works great, but the need for creating more complex and animated masks is there and it's not easy to achieve unless I am missing something here.
Thanks!
Currently you can only use a Shape as a mask, not a Container or MovieClip.
If you want to do something more complex, you can use something like AlphaMaskFilter, but it has to be cached, and then updated every time the mask OR the content updates:
something.filters = [new createjs.AlphaMaskFilter(stripeMask)];
something cache(0,0,w,h);
// On Change
something.updateCache(); // Re-caches
The source of the AlphaMaskFilter must be an image, so you can either point to a Bitmap image, or a cacheCanvas of a mask clip you have also cached. Note that if the mask changes, the cache has to be updated as well.
This is admittedly not a fantastic solution, and we are working on other options.
Does anyone know how to use the Pixastic plugin and jQuery to where I could have an image fade from color to completely desaturated?
I am trying to avoid saving out two images and fading one out..
i did the inverse... having desaturated images fade in to color. achieved w/ only 1 image in conjuction w/ pixastic and livequery. i basically cloned the images, desaturated one of the copies, and stacked them on top of each other.... fading the top (desaturated) layer out on hover. i'm sure it could be more elegant, but it mostly works. you can see the effect at chicagointerhandball.org on all the "sponsor" logos
$('.sponsors').load(function() {
$('.sponsors').pixastic("desaturate");
}).each(function(index) {
var clone = $(this).clone().removeClass('sponsors').addClass('sponsors-color').css('opacity',.25);
$(this).parent().append(clone);
});
$('.sponsors-color').livequery(function(){
// use the helper function hover to bind a mouseover and mouseout event
$(this).hover(function() {
$(this).stop().animate({"opacity": 1});
}, function() {
$(this).stop().animate({"opacity": 0});
});
}, function() {
// unbind the mouseover and mouseout events
$(this)
.unbind('mouseover')
.unbind('mouseout');
});
Since all those pixastic image effects are generated on the fly I don't think it would be feasible to fade between saturated and desaturated. The saturation level of the image would have to be redrawn at each step of the fade. Your best bet would probably be to have two images, one saturated and one desaturated, and have them placed on top of one another. Then when you hover over one, fade in the other image.
Edit:
Just saw that you were trying to avoid having two images. Well, that's the only solution I can think of but I'd love to see if there were others. Depending on how many images there are, you could generate all the desaturated images on page load, place them on top of saturated images, hide them, and then fade them in on hover. Just a possibility.
you could get the best of both worlds by dynamically creating a duplication and desaturating that image with pixastic. Position the new desaturated image under the original and fade the original out.
You should be able to, it is in their jQuery documentation section.
// convert all images with class="photo" to greyscale
$(".photo").pixastic("desaturate");
Looks like this is possible with the canvas element.
With this you need to mix jQuery and the standard DOM calls. I was having the same issue just today about this. I couldn't get the hover to work cross platform from the examples given here and on their site. So I decided to think for myself on this one. Came up with a solution, hope it works for you:
http://you.arenot.me/2012/03/26/pixastic-desaturate-on-mouseover-mouseenter-mouseleave/