Animations on iOS

Scott Rossi scott at tactilemedia.com
Tue Dec 15 12:15:01 EST 2015


I don't know if OP wanted to move animation around the screen, but if you
use a multi-image display technique for animation, it's more efficient to
use a single image as a viewer.  You only need one command -- set the text
of img "display" to <xyz> -- instead of using two (hide and show).

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 12/15/15, 8:22 AM, "use-livecode on behalf of EED-wp Email"
<use-livecode-bounces at lists.runrev.com on behalf of
prothero at earthednet.org> wrote:

>Anything wrong with putting each animated object's image states in a
>group and showing/hiding each figure in some kind of sequence? Then move
>the group to move the character. Obviously I'm thinking of character
>animation. Seems this would be pretty easy. Haven't tried it.
>Bill
>
>William Prothero
>http://ed.earthednet.org
>
>> On Dec 15, 2015, at 6:16 AM, Rick Harrison <harrison at all-auctions.com>
>>wrote:
>> 
>> Hi Ben,
>> 
>> If you are trying to do a background animation with a looped movie, I
>>found
>> the smoothest way was to put one image on each card and then loop
>>through
>> the cards.  This eliminates the load time problem.
>> 
>> Good Luck,
>> 
>> Rick
>> 
>>> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein <benr_mc at cogapp.com> wrote:
>>> 
>>> What are my options for displaying an animation in a portion of the
>>>card/screen on iOS?
>>> 
>>> Currently I've tried:
>>> 
>>> 1) making it into a video, in a very limited range of formats, and
>>>playing it from an external file using a native control
>>> 
>>> Pros: works, choice of controller etc, plays from a separate file and
>>>starts up fairly quickly
>>> 
>>> Cons: video formats not super-efficient for animation, and at least as
>>>I've managed so far, limited to certain resolutions - I'm forced to
>>>crop or squash my original animation.
>>> 
>>> 2) making it into a GIF on the card, which works quite nicely except
>>>that there's an enormous delay going to the card, presumably as the
>>>animation is buffered.
>>> 
>>> Pros: can be exactly the size I want; plays quite smoothly
>>> 
>>> Cons: I've not managed to play this from an external file, and if it's
>>>embedded on the card there's an unacceptable delay.
>>> 
>>> 
>>> Is there a third way?  Should I be able to set the filename of an
>>>image object to an external gif file?  Are there some video formats
>>>accepted on iOS which are good for animation and which will allow
>>>arbitrary dimensions?
>>> 
>>> TIA,
>>> 
>>> Ben
>>> 
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