I'm looking for some suggestions to on how to approach an animation/functionality in an iPad app.
My client has tasked me with rebuilding an old app of theirs. They don't have the original code, only the app installed on a simulator on their Mac. The video below was made using the old app on a simulator.
The best way to describe what I'm trying to do is to simply show you a short clip, here: https://youtu.be/odft0pNGdvg
Basically, I need to slide the background/scene/sprite/whatever it may be, over to reveal another panel. Then move tiles over from the new panel onto the main panel. The main panel, while moved somewhat over, can also still be interacted with.
I have a good portion of the app built with SpriteKit already, this last big features alludes me though, lol. Any ideas on how to approach this? One idea I had was stacked SKViews or SKScenes, but I can't really figure that out.
Thanks in advance for any ideas!
Speaking about UIKit structures, I can see a "slide menu" where the left view have a double animation of scaling and fading. Speaking about sprite-kit, if you want to realize something similar to that video, you can make an SKScene with two SKNode, a couple of buttons on the top of the first SKNode to change its behaviour, each node should have a "background" sprite where the left node should have 55% or 60% of the full scene size width, the second node should have the full size of the scene.
The first situation will be: the left node hided and zoomed out and the right node covering the full screen with a zPosition greater than the left node.
Then you should implement the swiping gestures and animating the nodes following your demonstration video, so the left node should move to the right with a right swipe and in the same time left node should appear , scaling and fading to the left part of the screen. It should simple to making.
Related
In XCode, how can I make a LauchScreen, that moves a square after 45% loading. Delaying is not the best, because launch times differ by memory usage, phone model, etc.
So after loading 45% of the app, the next 10% animates a square into the center of the screen.
Thanks in advance!
Edit:
It would be a table game with 9( 3^2 ) places to place your coins on. The loading screen is the bottom and the middle row are in place, but the top row only has 2 squares on start, pushed to the right. As the loading process progresses, the squares move to the left. Upon finishing the loading, the same screen remains with the menu on the bottom displaying, but that's just a tab bar.
You can't, the loading screen is static, even if you use Nib or storyboard.
The only thing you can do is start your app as fast as possible, by only loading a simple screen and displaying it right after your app is started.
Then load the more complex part of your app and remove this loading screen once your app has completely started.
As stated in the documentation, the Launch Screen is there to give the impression of quick loading.
Design a plain launch image that improves the user experience. In particular, the launch image isn’t an opportunity to provide:
An “app entry experience,” such as a splash screen
An About window
Branding elements, unless they are a static part of your app’s first screen
If you want something animated when the app launches, create a custom class, but keep in mind:
Because users are likely to switch among apps frequently, you should make every effort to cut launch time to a minimum, and you should design a launch image that downplays the experience rather than drawing attention to it.
Edit: I missed your edit, and understand your intentions!
I'm trying to learn iOS programming and I decided to make a game like Connect 4, or some may know it as Four in a row.
I've done the grid and dropping the tiles. However, I haven't been able to stack the tiles on top of each other. I havent tried that much because I have no idea on how i could do something like that as i have never tried making a game like this, I have also searched online but I dont know if it's my choice of wording that it never shows anything or if there isnt anything like it.
I have 7 column on the top, with a hairline where you touch in order to drop the tile to the grid. Right now the tiles just stack on each other.
Not sure if my response is worth to be an answer but what the heck...
If you are set on not getting into Sprite Kit right now, you could probably use UIButton to make this happen. Divide your screen into a grid of UIButtons. You can set the button images according to empty and played (red or blue). Each button code would have to check for things like if the hole (button) was already played, what color chip to display, is this a winning move, etc... There is of course an easier way to do this instead of copying the same code into each button but I'll let you try to figure that one out for now.
I'm using Qt 5.1 beta on iOS. I am deploying my app on an ipad.
The problems I am having regard how touch events are sensed and processed by qt. As long as I keep the ipad oriented straight (i.e. frontal camera is up), everything works fine. In that configuration, if I touch the screen, the coordinates of the point of touch sensed through mousePressedEvent(QMouseEvent *e) indicates that, as expected, the origin of the coordinate system is in the upper left corner of the screen.
When I turn my ipad, let's say left, so that the camera is to the left, my ui correctly rotates so that the buttons that I have are aligned to the screen. However, if I sense the touch events as described above, the origin of the coordinate system has not changed, so now it is in the lower left corner of the screen. Because of this, the buttons act as if they were not aligned to the screen but as if they turned around the same way I turned the screen (even if they are rendered aligned) So, if I tap on the visualized button it won't sense the touch, but it will if I tap were they would be if they would have not changed orientation as the screen did.
Does anyone have any idea what might cause this or how it could be fixed?
Please ask if you would like to see code. I did not put any as I would not know what might be of interest and my app is quite big already.
Thanks,
Corneliu
You file a bug report to the trolls about it. And also check to see if there is a bug report about it already.
http://bugreports.qt-project.org/
For the mean time you could push your coordinates through a mapping function of some sort based on the orientation of the device.
Also calling 'adjustSize()` on widgets tends to fix sizing and positioning with layouts.
Hope that helps.
If youre working with small slide you will notice they often stall halfways thru the slide. im using slide and not fade. Ive tested this on the basic flexslider example there is. It doenst matter if its a big og small slide if you slide the picture to 50% and you leave your finger from the slide, going straight down, then the image is stuck with 50% of to images.. Is this a bug or is there a solution? tested on ios 6 phone gap
edit it doenst have to be 50% you its everywhere u start sliding images and move the finger out of the slider then the sliding animation is stopped and youre stuck with something of two images.
Solution: Its currently a bug according to github A minor bug with no one to fix it anytime soon.. However i experienced severals flicker bugs when creating a slider on a transformed moved div...
therefor the solution for me was use iosslider instead. Its perfect! ive tried all sliders out there this one does it all with no bugs!!!.. Its free for personal use however not free for commercial :/ anyways its the best and there really isnt an alternative to what i need a slider for.
Say thank you with +1 if you went ahead and downloaded iosslider :) You will be satisfied i promise!
I want to know if is possible simulate the little movement of icons in iPhone springboard when I do a long press in one of them. Can you help me?
LOL!
I was at a conference last year and one of the talkers was an ex Apple employee around at the time of creating that icon wobble.
When they were creating it they used a combination of animation of scale, rotation and translation (both up, down and left, right).
When showing it to Steve Jobs he couldn't be satisfied by any of the wobbles that he was shown.
In the end they created some custom sliders (behind the home screen) that he was able to access so that he could customise the animation himself and get it "just right".
I know this doesn't help at all but thought it might be interesting.
Anyway, it looks like the link that Robotic Cat provided in the comments might give you something worth looking at.