Core Animation... cyclic animations? - cocoa

To phrase my question as simply as possible, is there a way to create a core animation sequence to repeat over and over until a stop?
Specifically, I'm making a custom class that I want to have a -start and -stop method that will cause it to pulsate. Writing the animation code for the pulse is not the problem, rather, how to make it repetitive?
Thanks in advance for any answers!

According to the documentation, you do it by creating an animation with an extremely large repeatCount (code excerpted from the documentation I linked to):
// create the animation that will handle the pulsing.
CABasicAnimation* pulseAnimation = [CABasicAnimation animation];
// over a one second duration, and run an infinite
// number of times
pulseAnimation.duration = 1.0;
pulseAnimation.repeatCount = HUGE_VALF;
// we want it to fade on, and fade off, so it needs to
// automatically autoreverse.. this causes the intensity
// input to go from 0 to 1 to 0
pulseAnimation.autoreverses = YES;
edit: The OP asked how to stop the animation. From the next paragraph in the documentation:
You start an explicit animation by
sending a addAnimation:forKey: message
to the target layer, passing the
animation and an identifier as
parameters. Once added to the target
layer the explicit animation will run
until the animation completes, or it
is removed from the layer. The
identifier used to add an animation to
a layer is also used to stop it by
invoking removeAnimationForKey:. You
can stop all animations for a layer by
sending the layer a
removeAllAnimations message.

Related

Adding animation to Android application

I'm currently working on a new app, and I want to add customized animations to it (not talking about activity transitions).
To show you exactly what I mean, take a look at this video at 2:30-2:33:
https://www.youtube.com/watch?v=XBMdjX5bbvk&nohtml5=False
You see the chest jumping to the screen and opens smoothly with beautiful animation?
I'd really like to know how can it be added to an Android app, is it a frame animation?
I mean, I can make this animation, in 2D, I just want to know how to add it (I'm using Android Studio) without causing memory overflow.
Thanks!
For you question:
You see the chest jumping to the screen and opens smoothly with
beautiful animation? I'd really like to know how can it be added to an
Android app, is it a frame animation?
I don't think it is a frame animation. I guess this has been implemented using OpenGL. You can find the official tutorial here.
If you want to make simple 2d animations, you can use the AnimationDrawable api provided by android. You basically need frames for the sequence of animations and then you can create the animation using the following code:
// you would need an `ImageView` object as a placeholder for the animation
ImageView mMascotView = findViewById(...);
// prepare the animation object ..
AnimationDrawable mMascotAnimation = new AnimationDrawable();
final int frameTime = 250; // time in milliseconds
// adding the frames to the animation object. You can specify different
// times for each of these in milliseconds
mMascotAnimation.addFrame(getResources().getDrawable(R.drawable.frame1),frameTime);
mMascotAnimation.addFrame(getResources().getDrawable(R.drawable.frame2),frameTime);
mMascotAnimation.addFrame(getResources().getDrawable(R.drawable.frame3),frameTime);
// make it loop infinitely ..
mMascotAnimation.setOneShot(false);
// set the background of the `ImageView` as the `AnimationDrawable`object ..
mMascotView.setBackground(mMascotAnimation);
// start the animation ..
mMascotAnimation.start();
Note: You should not call the AnimationDrawable.start()inside the onCreate() method of the activity. The views are not ready yet. You should use the callback on onWindowFocusChanged() method and start the animation there:
#Override
public void onWindowFocusChanged (boolean hasFocus)
{
//Start animation here
if(hasFocus) {
mMascotAnimation.start();
}
}

Unity3d Updating position with animation simultaneously

I have an animation for humanoid models to simulate climbing. I have been looking for a way to stimulate this animation when the model comes next to the window. I used the triggers to determine where the model is and it worked. However, when I execute the animation, the position of the model is not being updated according to the animation. I am using offmesh links and nav mesh agent and I disable nav mesh agent when the model triggers. How can I use the animation and provide the update simultaneously?
Animation Properties
Thanks in advance.
I don't think the animation should take care of the movement. You should control that somewhere else. You could make the animation climb from y = 0 to 5 but then it won't work if your ladder is at y = 3.
You'd better have a method that is called from the animation using AnimationEvent so that when you trigger the animation, it also triggers a movement of the object upwards/downwards regardless of the current position of the object. It would simply use Translate and disabled input until the animation ends.

iOS runLoop and openGL

I'm building an iOS application that uses openGL and I have the following problem:
I'have a certain object that I want to show on my glView. If I just draw it once in the view it works just fine. But if I add my drawView function to the runLoop it calls the function perfectly but it doesn't draw anything and I'm just left with a blank white screen.
Here is all relevant code.
redraw is a flag that indicates the draw function when to draw the scene again.
I expect the following code to rotate my object each time it's drawn:
static double theta = 0;
theta += 0.03;
glRotatef(theta, 1, 1, 0);
The rotation works if I don't add the draw function to the runLoop but draw it manually.
Thanks.
The chances are that there is an error in your OpenGL code somewhere.
If everything works in some scenarios it might be context related. Try putting glError calls after and before every OpenGL call. This way you will know where the problematic function is.
You will need to ensure that you set the context to be the correct context for the currently active view.
problem solved!
I just had to add
[self setCurrent];
to the glView class in the drawView function.

How to properly setup a Cocos2D Animation Sequence with repeating animations

what is the recommended approach to playing animation sequences that include as the end-stone a repeating animation. For example, here are a few scenarios:
Sprite appears on screen, play intro animation, then repeat forever an "idle" animation
Sprite with "idle" animation performs some action thus I need to play some other specific animation at the end of which the sprite should start idling again.
CCSequence does not let me do this, as the "idle" animation is wrapped into a CCRepeatForever.
If I simply chose to run whatever animation I like above the idling animation I get frame flickering (looks like both animations are played at the same time) — sucks.
All animations are inside CCAnimationCache ... any advice will be highly appreciated.
I don't know if there is a recommended approach. What I would do is running the second animation (the repeating one) with a delay or by chaining it to the first through the animation completion handler.
An easy way to do the chaining is adding at the end of your first animation a CCCallFunc action, like here, that will call trigger the second animation:
CCActionInterval* action = [CCSequence actions:
[CCProgressFromTo actionWithDuration:duration_ from:100.f to:0.f],
[CCCallFunc actionWithTarget:self selector:#selector(startSecondAction)],
nil ];

how to draw many CCSprite without slow performance?

I'm making such a arrow shooting game. Everything is good. but I realized if I draw line tracking my arrow, It will be great. so I put some code on my game in my Scheduler that is supposed to draw circle where arrow is going. But I had to draw so many circle, so game frame is not good when I shoot multi arrow.
Is there other better way? I use CCSpriteBatchNode, plist, CCSpriteFrameCache already. I did all I can do. I need help Thanks so much
this is my code
...............
[self schedule:#selector(CollisionDetection:)];
}
- (void)CollisionDetection:(ccTime)dt
{
for (CCSprite *arrow in arrows->arrowsArray)
{
CCSprite *track = [CCSprite spriteWithSpriteFrameName:#"WhiteCircle.png"];
[track setPosition:arrow.position];
[arrows->rootLayer->arrowsSheet addChild:track];
id delete = [CCFadeOut actionWithDuration:1.0];
id deleteAction= [CCSequence actions:delete ,[CCCallFuncN actionWithTarget:self selector:#selector(spriteActionFinished:)], nil];
[track runAction:deleteAction];
.......
The allocation of objects is a large overhead. If your game runs to slow you should consider creating a pool of arrows at the beginning of the game and only trigger the action on it as soon as you need it. If it is not visible anymore just set it to inactive and reuse it the next time you need an arrow.
Sounds like your problem isn't the arrows, but the circles, which I imagine are Cocos objects too. You'd be better off learning how to draw the circle texture directly to the screen using opengl commands instead of objects. That'll help a lot.
When have a time critical animation, i stay clear from CCCallFunc(N), as it can stall the scheduler for a noticeable amount of time. As I read your code, you have a CallFunc at every scheduled interval ... hmmmm. Have you tried running this without the scheduler, ie package and start all your animations at once, with a single CallFunc at the end ? Instead of changing the position as part of the scheduled interval, use a CCMoveTo that you will run at the same time as your tracking animation.

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