I was wondering how to build/import an animation in XCode? Do I really need to use SpriteKit? Is there a simple/lightweight solution?
This is my animation (build in Flash)
https://dl.dropboxusercontent.com/u/829184/loading_gabel.swf
You don't need to use SpriteKit. You can stick with UIAnimation because all you are trying to achieve is rotating the image certain degrees at certain intervals.
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 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.
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.
I'm developing a game using the engine cocos2d. How to use this engine to create an animation similar Fireball (when the flaming fireball bounce off the screen and leave a trail of smoke behind it.) ?
try using a particle emitter like the one at http://particledesigner.71squared.com/
If I wanted to, using Qt, simply have some circles move around in a white box, or a graphic, what would be the best method of this?
Would I need to draw white/the graphic behind where the circle moved from every time? Is there a simple way of accomplishing this in Qt?
Create QGraphicsView object to your widget and added a QGraphicsScene to view.
Add a QGraphicsEllipseItem to scene
Use QPropertyAnimation to change the "pos" property of the ellipse item.
If you need more advanced features, you can build your own animation class on QPropertyAnimation.
enjoy it:)
Update: You can read Qt's Next Generation UI for more information.
Subclass a QWidget. Start a timerEvent() to animate the positions of the circles, then call update() at the end to schedule a repaint of the widget. Override the widget's paintEvent() - in there you draw your background and circles, using a QPainter object. The Qt Assistant has examples of how to use QPainter.
Qt also has a new animation framework that may facilitate something like this, but I have not looked into it.