I am using WP7 control toolkit transition animation in my app. My app's pages are all light blue in color but when the transition animation (say, turnstile) is used, during the animation, a black background shows up. How can I make this background during transition to be light blue?
I'm assuming your PhoneApplicationPage's have a Background of Blue. If that is the case, then open up App.xaml.cs and find the line that says:
RootFrame = new TransitionFrame();
Directly after that, place the following statement:
RootFrame.Background = new SolidColorBrush(Colors.Blue);
That should ensure that your app looks consistent during animations. You can see a full sample project here: http://wp7-developer.com/quick-tip/quick-tip-ensuring-the-background-color-remains-consistent-during-a-transition/
Related
How to make a container a new page by making it full screen with animation?
I have seen the animation widgets and I tried to do that with animation container but I failed.( the problem was I couldn't make it full screen and I couldn't define animation I want)
Regards
Animation showed
here in Dribbble while dragging the container up.
( Doesn't matter dragging or tapping. just I want to know which tool should be used for the animation. )
If I got you right, the animation you are looking for is combination of SlideTransition and ScaleTransition.
I'm developing a 2D game in Unity (Version 5.1.2) which has an animation.
The animation is generated by flipping through the sprites in the sprite sheet.
My problem is that the animation is playing as it should in the "Scene View" but not in "Game View".
I normally create animations by using the sprite editor and then drag & drop all the sprites on the screen (Scene View).
It creates a Sprite Renderer to switch the sprites but I would like the Image Component to flip through the sprites. It seems like only sprites in the Image Component is being displayed in the "Game View".
Is there any way I can get some assistance on this please.
Its really strange that you are only seeing that in your Scene View. If the animation is your default animation? Otherwise, make sure that you are sending the right parameters to your animator. A good way to test it is opening your Animator windows, checking all transitions, and manually filling the parameters to see how it works wile the game is running. Also, check if the transitions between animations has exit times and transition durations, and disable them.
I was on the way of making a picasa like photo viewer and later an image editor.i used JFrame and alpha channel to set background transparent.but while moving or zooming in/out ,as i had to draw it on different location and clear the previous image i used clearRect and faced the problem.
the oracle documentation says it clears the rect and restores the background color.
on some trials the clearRect clears the area to background color.But while continuous events like mouse-dragging its turning the color of cleared area to black and causing this:
`
thnx
.i used JFrame and alpha channel to set background transparent.
Don't use alpha for complete transparency. Instead just use:
panel.setOpaque( false );
If you are using semi transparency then check out Backgrounds With Transparency. It will explain the problems with transparent background and provide a couple of solutions.
The basic problem is that transparency breaks the painting contract with Swing components because the background is not cleared entirely before child components are painted.
I'm trying new unity 3d options for 2d games. I'm trying to create background that changes depending on actions i made. So if i press button one i get sprite one as background and if two i get sprite two. Since I have 32 options, I figure out the best way would be to have an Animator, that changes frame depending on button click. So i created animator and animation. But the problem is I can't set time to where to stop animation to show selected frame.
I'm trying like that:
Animator ani=background.GetComponent<Animator>();
ani.animation["field_back_anim"].time=0.5f;
ani.speed=0;
But it fails at second line with that error:
MissingComponentException: There is no 'Animation' attached to the "background" game object, but a script is trying to access it.
You probably need to add a Animation to the game object "background". Or your script needs to check if the component is attached before using it.
However if I do no code the animation just plays trough all 16 frames. So i gues there is animation after all.
On the background GameObject I have 2 components first is sprite renderer and second is animator. When I open animator in Animator view i see there green rectangle saying Any state and yellow one with "field_back_anim". I don't get what i'm doing wrong.
I will also except any other solution that does the following.
Thanks!
The animator component is used to control transition between many animation clips. If you're going to playing an animation clip on a gameobject, an animation component is proper, not the animator. Remove the animator and add an animation component to your background gameobject in the inspector. If you set animation property to field_back_anim, your gameobject will animate well. Manipulation codes should be changed like below.
Animation ani = background.GetComponent<Animation>();
ani["field_back_anim"].time = 0.5f;
ani["field_back_anim"].speed = 0;
I want to implement an animation which is like the sync animation of evernote app on Max OS X.
The button looks like:
When the animation runs, only is the white arrow rotating.
I tried to use Core Animation, and the steps are following:
1 I dragged a NSButton to the tool bar and set it to an outlet aBtn. I set the blue blackground image to the aBtn.
2 I created a CALayer instance variable aLayer and add it to the aBtn. So it can look like the button above.
3 when aBtn was clicked, I add the rotation animation the aLayer. It run perfectly well.
The problem is when I want to customize the tool bar, the aBtn shown in the tool bar palette didn't have the aLayer and only had the blue background image.
Then I tried to find the event or notification for the showing or closing of the tool bar palette. As a result I can reset the image of the aBtn before the tool bar palette was shown or hidden.However, I couldn't be notified when the tool bar palette was closed.
Could any one give any suggestion?
If you have good idea about how to implement this animation, please let me know.
Thanks!
I create a gif to store the animation, and create an NSImageView for the gif. Then I use -[NSToolBarItem setView:].
Using gif is an easier way than implementing it with Core Animation.