iOS Image/Sprite Animation?
Scott Rossi
scott at tactilemedia.com
Wed Nov 27 17:34:36 EST 2013
What exactly are you trying to animate? If you provide some details, a
suggestion might be easier.
If you're not already, look at the acceleratedRendering property and the
layerMode of the object/s you're trying to animate.
If you're replacing frames of a rectangular region, you might be able to
manually update an image object using the individual frames of the
animation.
Regards,
Scott Rossi
Creative Director
Tactile Media, UX/UI Design
On 11/27/13 2:06 PM, "Rick Harrison" <harrison at all-auctions.com> wrote:
>Hi there,
>
>I¹m trying to do what I at first thought to
>be some simple image/sprite animations
>on iOS.
>
>I started out with the idea of using a
>Quicktime movie. I thought maybe I¹d
>use 2 or three of them.
>
>Turns out one can only display 1 movie
>at a time in iOS, and the movie always
>has to be on the top layer under iOS.
>That killed that idea. :-(
>
>I then thought about converting my
>movie to an animated gif. It is 240
>frames, and runs very slowly.
>Anyway to speed it up?
>
>I then looked at the custom icon type
>animation, but alas icons can only be
>128 by 128 pixels. My image needs to
>be 608 by 342 pixels, so that kills that
>idea.
>
>I looked at setting one image to the
>contents of another one, but then
>noticed the routine uses:
>put URL VarImageName into image VarImageDisplay of card 1
>which loads images from the disk which
>is also too slow!
>
>I know I can¹t be the only one who has
>run into this situation before. What
>do you more experienced animators
>recommend?
>
>Thanks in advance!
>
>Rick
>
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