iOS Image/Sprite Animation?
Roger Guay
irog at mac.com
Thu Nov 28 16:12:49 EST 2013
Once again, I learn so much from your contributions, Scott. However I’m having trouble recreating your stack with my images.
After I
"set the uIMAG of image myImage to image myPng.png” (myPng.png is an image I’ve imported to the stack)
and then
“set text of image myImage to value(the uIMG of image myImage)”, I get nothing in image myImage. The image is still there but there’s nothing to see.
What am I missing, please? Is there something special about the images that are stored?
Thanks and cheers,
Roger
On Nov 27, 2013, at 4:35 PM, Scott Rossi <scott at tactilemedia.com> wrote:
> Hi Rick
>
> I posted a basic stack that shows one way to display frame animation in a
> single image (created from multiple frames). Execute the following in
> your message box:
>
> go url "http://dl.dropbox.com/s/nmgwv1zqzvu5hqx/framebyframe.livecode"
>
>
> You'll have to decide if you can employ a technique like this and if it
> updates fast enough on your device. This can be layered under other
> LiveCode objects, but note that you'll likely get better performance if
> the overlaid objects do not have graphic effects applied to them.
>
> Hope this helps.
>
> Regards,
>
> Scott Rossi
> Creative Director
> Tactile Media, UX/UI Design
>
>
>
>
> On 11/27/13 3:44 PM, "Rick Harrison" <harrison at all-auctions.com> wrote:
>
>> Hi Scott,
>>
>> Think “Movie Animation”. The rect stays in the same place
>> and get updated with new images. The layer needs to be
>> in the background so that other things can fly across it in
>> a topmost layer.
>>
>> Thanks,
>>
>> Rick
>>
>> On Nov 27, 2013, at 5:34 PM, Scott Rossi <scott at tactilemedia.com> wrote:
>>
>>> 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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>>>
>>>
>>>
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>>
>>
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>
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