I'm developing a iOs 5 app. I would like to animate a view with a 3d fold effect. I mean: fold de view in 3 parts, like when you fold a paper to put in an envelope. I've seen some posts but they don't explain it well.
Someone can help me?
Thanks
A friend linked me to this project which shows how to do the "Flipboard" style animation as well as a couple of other techniques.
https://github.com/epatel/EPGLTransitionView
This might get you started.
Related
I dont know how many people have use SFML, but I basically want to draw my GUI and am unsure of how to do so.
To clarify I know how to draw a GUI but I don't know the 'correct' way to do so.
Currently I am drawing a GUI in the same RenderWindow that is used to draw the Game.
I have started to introduce Views into my game, I have a Game View and a GUI View, which take up 75% and 25% of the screens height (respectively).
Now the question is:
Should I render the GUI in the same RenderWindow but in a portion of the 'map' the player is unable to reach and have the GUI View locked on that location displaying the GUI.
Another idea I have thought of (unsure if it is plausible) is to have a second RenderTarget which renders the GUI and is dispalyed in the GUI View.
If there is a method I have not discovered or one that is recommend I am happy to hear about it, I searched but all I have found is the SFML Documentation in which I couldn't find my answer.
Your question is slightly confusing as I do not know whether you are having a design issue, or a technical issue of implementing the UI. In terms of the design issue:
I have started to introduce Views into my game, I have a Game View and a GUI View, which take up 75% and 25% of the screens height (respectively).
I haven't encountered where using multiple views will be needed for an UI. Take this example:
The UI consists of all the images in the black area. The positions' of those images are always updated relative to the position of the game view that follows the player around, nothing more. A second view isn't needed because the components (images) of the UI follow the view around, just as the view follows the player around.
Now, if you are having a technical issue, then please elaborate on the exact issue that has some accompanying code and I will do everything I can to help out.
I want to know how i can do transition os two views, and then stop and entenr the menu....and how to change the views in a animated way, can anyone help me?
thanks!
The Animations section of the View Programming Guide for iOS tells you all you need to know about animating views and includes plenty of sample code.
I am trying to make a 3D "Wheel" type thing. It will have 3 or 5 items on the page.
The top or focused one will be filling up most of the page, then there will be two zoomed out more and on the sides.
I know it will have to use a scrollView and some animation.
A great example of what I want to do is the music app in lanscape.
How would I go around doing this?
Thanks is advanced,
Alex
Have a look at this open source library.
http://github.com/nicklockwood/iCarousel
Have a look at this androidlibraries http://listview.android-libraries.com/
I would like to create a image and content slider in Flex. There are many jquery plugings available
(cfr. Flexslider http://flex.madebymufffin.com/) but i can't find an alternative for Flex.
Can anyone explain me how i can implement this?
Thanks!
Ah it just so happens I already made this... a long time ago so it's Flex 3 but I believe it works as is in Flex 4, I've integrated this with other Flex 4 projects and have since made some performance improvements (mainly opting for Group over Canvas and did some deferred instantation since we decided to use it as the backbone for a pretty complex site).
http://www.shaunhusain.com/ImageSlider/
http://www.shaunhusain.com/ImageSlider/srcview/index.html
Should allow you to drag and snaps to the tile with it's top left corner nearest the top left of the container itself, also can use keyboard navigation left right up down so long as it has focus, and I made those buttons on top that can be used to trigger the movements. Basically I tried to overload that example with all possible options so I can just copy it and strip off what I don't want. It also turns out this translates pretty well to touch screens even though I didn't own one when I wrote it, the snap to nearest thing works alright on an android (even with that version which is totally not optimized for mobile). Oh yeah and you can use - and + on the keyboard or the scroll wheel to zoom, doubt if that's really ever necessary but it seemed like a cool idea at the time.
Apparently asking about glpaint raises the ire of many on stackoverflow, so let me ask the question this way in a non-opengle es way.
I have been look at example app's with source code for drawing (like the painting app in the "iPhone for Programmers An App-Drive Approach). I understand how these apps work. My dilemma is this:
I want to have a tool like a pencil on the screen that jumps to any spot I touch and then when I hold it down and move the pencil tool it draws and then when I stop the pencil remains on the screen. I can make an app that displays and moves the pencil. I can make an app that draws without the pencil. I just can't seem to figure out how to do both at the same time.
Any ideas on this?
Wouldn't a draggable UIImageView on top of the OpenGL ES view work? I have made an app that does this and it works well.