<rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:duration="3000"
android:repeatMode="restart"
android:pivotX="50%"
android:pivotY="50%"
android:fromDegrees="0"
android:toDegrees="360"
>
</rotate>
final Animation animation = AnimationUtils.loadAnimation(context , R.anim.rotation);
animation.setRepeatCount(Animation.INFINITE);
imageButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
if(!animation.isInitialized()){
imageButton.startAnimation(animation);
}else{
imageButton.clearAnimation();
animation.reset();
animation.cancel();
}
}
});
Hi, I have this code with an onclick set up that would start rotating the button on click and stop if the button is clicked again.. however, only first click that starts the animation is working here. Animation just resets on clicking the button when animation is running.
Tried it in combination with animation.reset().
You create a new Animation object every time you click on the button. Try initializing it outside of the onClick function and just handle the checking if it is currently running inside the onClick.
Related
i have implemented an animation on one of my image views. My problem is that the animation will NOT stop at all. I call everything clearanimation i set it to null set it to cancel and it still wont stop.
public void tiltani(){
ImageView vault = (ImageView)findViewById(R.id.vault2) ;
Animation tilt = AnimationUtils.loadAnimation(this, R.anim.tilt);
vault.startAnimation(tilt);
}
public void stopani() {
Animation tilt = AnimationUtils.loadAnimation(this, R.anim.tilt);
vault.clearAnimation();
vault.setAnimation(null);
tilt.cancel();
tilt.reset();
}
here is xml file
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<rotate
android:fromDegrees="0"
android:toDegrees="6"
android:pivotX="50%"
android:pivotY="50%"
android:duration="500"
android:repeatCount="infinite"/>
<rotate
android:fromDegrees="6"
android:toDegrees="-2"
android:pivotX="50%"
android:pivotY="50%"
android:duration="500"
android:repeatMode="reverse"
android:repeatCount="infinite"
/>
here is where i start it
Intent intent1 = getIntent();
if (intent1.hasExtra("id1")) {
tiltani();
and i try to stop/cancel everything in an onclick method
vault.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
vault.setImageDrawable(ContextCompat.getDrawable(MainActivity.this, R.drawable.chestopen));
stopani();
update
Animation tilt = AnimationUtils.loadAnimation(this, R.anim.tilt);
if (intent1.hasExtra("id1")) {
vault.startAnimation(tilt);
vault.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
vault.setImageDrawable(ContextCompat.getDrawable(MainActivity.this,
R.drawable.chestopen));
vault.setAnimation(null);
You can just use vault.startAnimation(tilt); to start your animation, and use vault.setAnimation(null); to stop your animation.
You have initialized Animation a second time in stopani() method. Your view initialization and animation initialization should be global.
Your code should be like this.
ImageView vault = (ImageView)findViewById(R.id.vault2); //Global variable
Animation tilt = AnimationUtils.loadAnimation(this, R.anim.tilt); //Global variable
public void tiltani(){
vault.startAnimation(tilt);
}
public void stopani() {
vault.clearAnimation();
vault.setAnimation(null);
tilt.cancel();
tilt.reset();
}
Hope, It will help you.. :)
i'm making a program on android : the user has to push on an animated button to make the button invisible and increase score. But, while testing, the animated button is disabled during animation : the animation is perfectly done but we can't use animated button during animation. I've searched answers but i haven't found.
MainActivity :
Public int score = 0;
Public Button button1 = (Button) findViewById(R.id.button1);
Public Animation anim1 = AnimationUtils.loadAnimation(this, R.anim.translate_up);
button1.startAnimation(anim1);
button1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
score++;
button1.setVisibility(View.INVISIBLE);
}});
Translate_up, XML animation :
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"android:shareInterpolator="false">
<translate
android:duration="1000"
android:fromXDelta="0"
android:fromYDelta="0"
android:interpolator="#android:anim/decelerate_interpolator"
android:startOffset="0"
android:toXDelta="0"
android:toYDelta="-900"
/>
Sorry for my bad English, i hope you understand me.
Thanks !
The button itself is actually working on it's original position. So although it looks like your button is sliding to the top, you can still click on the empty space in it's original position and trigger the onClick event.
I am afraid an animation won't work here. If it is a game then you should create a gameloop and update the position of your views (e.g. your button) in the gameloop method.
How can I trigger animations on individual views when switching activities?
I.e. if the user clicks a button to go to the next page, I'd like some of my views to fly off screen, and have the background crossfade into the next screen, instead of having the whole screen be animated as one piece.
Is this possible? And if so, how should it be done? (I'm using the most recent API, 4.1, and it doesn't have to be backwards compatible)
EDIT: Currently, doing the transition-in animation is working fine by calling it in onResume(), but when I press back, the activity switches faster than any animations started in onPause() so that makes me think there's a better way/place to do this.
Overriding onResume() works fine, but onPause/onStop don't wait for
the animation to complete before moving to the next screen.
What ever starts the event ex. button click would need to start the animations before start activity is called.
button.setOnClickListener(new ViewOnClickListener() {
#Override
void onClick(... {
// start animations
// wait till they are finished
// start activity
}
});
Since every event that starts a new activity is going to have animation code I would also recommend moving it into some sort of helper class to avoid having duplicate code all over the place. ex.
button1.setOnClickListener(new ViewOnClickListener() {
#Override
void onClick(... {
helper.AnimateViews(/* probably pass activity or context */);
// start activity
}
});
button2.setOnClickListener(new ViewOnClickListener() {
#Override
void onClick(... {
helper.animateViews(/* probably pass activity or context */);
// start activity
}
});
public class ViewAnimiationHelper {
public void animateViews(Activity activity) {
// find all views if not found then don't animate them
View view1 = activity.findViewById(R.id.view1);
if(view1 != null) {
// animate view
}
View view2 = activity.findViewById(R.id.view1);
if(view2 != null) {
// animate view
}
}
}
This is all sudo java code but hopefully enough for you to get the idea. Good luck!
You can set up animations (like slide) when you switch between activities like this :
In the res folder, create an anim folder
For example, put two xml files for slide.
slide_in.xml
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:shareInterpolator="false">
<translate android:fromXDelta="100%" android:toXDelta="0%"
android:fromYDelta="0%" android:toYDelta="0%"
android:duration="200"/>
</set>
slie_out.xml
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:shareInterpolator="false">
<translate
android:fromXDelta="100%" android:toXDelta="0%"
android:fromYDelta="0%" android:toYDelta="0%"
android:duration="200" />
</set>
Then on your java code just write this :
Intent i = new Intent(YourActivity.this, OtherActivity.class);
this.startActivity(i);
overridePendingTransition(R.anim.slide_in, R.anim.slide_out);
If you are testing that on a real device, don't forget to allow it to play animations (Settings -> Display -> Animations -> All Animation)
Hope it helps !:)
I created an animation that simulates an explosion: a "booom" image with this animation:
explosion.xml HyperspaceExplosion on Activity
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:shareInterpolator="false">
<scale
android:interpolator="#android:anim/bounce_interpolator"
android:fromXScale="1.0"
android:toXScale="2.0"
android:fromYScale="1.0"
android:toYScale="2.5"
android:pivotX="50%"
android:pivotY="50%"
android:fillAfter="false"
android:fillBefore="false"
android:duration="3000"
/>
</set>
when a player clicks on the bomb explosion begins.
At the end of explosion I want open a Dialog.
the simple code for bomb behaviour:
getBombImage().setOnClickListener(
new View.OnClickListener() {
MediaPlayer mp = null;
#Override
public void onClick(View v) {
getExplosionImage().setVisibility(View.VISIBLE);
if(!isSoundOff()){
mp = MediaPlayer.create(getApplicationContext(), R.raw.explosion);
mp.start();
}
getExplosionImage().startAnimation(getHyperspaceExplosion());
getExplosionImage().setVisibility(View.INVISIBLE);
showDialog(1);
}
}
);
The problem is that the explosion and the dialog are in conflict in terms of time and the explosion continues after the dialog is open.
I want sincronize two events: before the explosion. At the end of explosion, I want open the dialog.
Anybody ca help me?
Thanks in advice.
Use an AnimationListener and open your dialog inside onAnimationEnd().
For example like this:
Animation a = getHyperspaceExplosion();
a.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation animation) {
showDialog(1);
}
// ..other listener methods here..
});
getExplosionImage().startAnimation(a);
How can I spin a image wheel in an activity on android with the help of touch event? I need some guideline or link of any tutorial.
This is typically done with a couple pieces. This is how I do it in one of my apps. *Note: This is not a smooth wheel, so much as it starts and stops at the top (which was intentional). You can lookup more about Animation on the dev site.
Main XML that has an image:
<ImageView
android:id="#+id/anim_example"
android:src="#drawable/loading_circle"
android:layout_width="30sp"
android:layout_height="30sp"
android:onClick="RunAnimation" />
Here are the parts in code that run the animation
public void RunAnimation(View v)
{
//The onClick method has to be present and must take the above parameter.
StartLoading();
//This will delay the stop for 5 seconds
//Normally you would want to actually have this run based on some other input/data.
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
StopLoading();
}
}, 5000);
}
public void StartLoading() {
ImageView refreshImage = (ImageView) this.findViewById(R.id.anim_example);
refreshImage.setImageDrawable(getResources().getDrawable(R.drawable.loading_circle));
Animation rotateLoading = AnimationUtils.loadAnimation(this, R.anim.rotate);
refreshImage.clearAnimation();
refreshImage.setAnimation(rotateLoading);
}
public void StopLoading() {
ImageView refreshImage = (ImageView) this.findViewById(R.id.anim_example);
if (refreshImage.getAnimation() != null)
{
refreshImage.clearAnimation();
refreshImage.setImageDrawable(getResources().getDrawable(R.drawable.loading_circle));
}
}
anim.rotate:
<?xml version="1.0" encoding="utf-8"?>
<rotate
xmlns:android="http://schemas.android.com/apk/res/android"
android:fromDegrees="0"
android:toDegrees="359"
android:duration="2000"
android:repeatMode="restart"
android:repeatCount="-1"
android:pivotX="50%"
android:pivotY="50%">
</rotate>