I need to design a component for animation rendering. Because you probably are much smarter than me I ask your opinion.How would you do the following design?
More precisely I want to have a horse which can run, stop, jump and dodge.
I can obtain all the frames needed for all these states. For example, I can draw all the frames containing the horse running(f[1] - f[n]). But what if the horse needs to dodge while running on f[k] frame (1
How can I design this type of transitions? What classes would you use? Do I need to draw transitions for every f[k]?
More details if helps: Design will be implemeneted in Android SDK.
Thank you very much!
Please try below code . hope it will work
You need to create animation-list under res/drawable
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/animationFrame"
android:oneshot="false" >
<item
android:drawable="#drawable/es0"
android:duration="100"/>
<item
android:drawable="#drawable/es1"
android:duration="100"/>
<item
android:drawable="#drawable/es2"
android:duration="100"/>
<item
android:drawable="#drawable/es3"
android:duration="100"/>
<item
android:drawable="#drawable/es4"
android:duration="100"/>
</animation-list>
Write below code in your activity
private AnimationDrawable m_frameAnimation = new AnimationDrawable();
imageView.setBackgroundResource(R.drawable.animationFrame);
m_frameAnimation = (AnimationDrawable) imageView.getBackground();
m_frameAnimation.start();
Related
I created a game in AndroidStudio, where you can move right and left through the buttons. Now I would like to add an animation. I have this image:
image
How do I change the animation when I click the left button and then stop it when no touch the button?
Is there a guide? Thanks for all.
First of all you have to create a xml and place the images. You have 6 frames in the sprite, you have to cut it making 6 images. Create a xml (e.g. run_animation.xml) and reference the images in there. For example like this:
<animation-list xmlns:android="http://schemas.android.com/apk/res/android" >
<item android:drawable="#drawable/run_0001" android:duration="50"/>
<item android:drawable="#drawable/run_0002" android:duration="50"/>
<item android:drawable="#drawable/run_0003" android:duration="50"/>
<item android:drawable="#drawable/run_0004" android:duration="50"/>
<item android:drawable="#drawable/run_0005" android:duration="50"/>
<item android:drawable="#drawable/run_0006" android:duration="50"/>
</animation-list>
If you don't want to loop the animation, you can use this in the xml: android:oneshot="true"
For example:
<animation-list xmlns:android="http://schemas.android.com/apk/res/android" android:oneshot="true">
Java:
runAnimation.setImageResource(R.drawable.run_animation);
AnimationDrawable idleAnimation = (AnimationDrawable)runAnimation.getDrawable();
idleAnimation.start();
In order to run the animation using a button, place the Java code above in the button click listener. For example:
btnRight.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
// run animation
runAnimation.setImageResource(R.drawable.run_animation);
AnimationDrawable idleAnimation = (AnimationDrawable)runAnimation.getDrawable();
idleAnimation.start();
}
});
This is my code and resultpage1 and resultpage2 is my .jpg file.This is my background image and i need this to be animated .The image is full of hearts and i need the hearts to fall down from top.Background image is added succesfully but animation is not proper.The hearts while falling are shaking rather falling down slowly.I need the hearts to fall down slowly instead shaking.Iam new to android.Please help
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android" >
<item
android:drawable="#drawable/resultpage1"
android:duration="50"/>
<item
android:drawable="#drawable/resultpage2"
android:duration="50"/>
<item
android:drawable="#drawable/resultpage3"
android:duration="50"/>
<item
android:drawable="#drawable/resultpage4"
android:duration="50"/>
<item
android:drawable="#drawable/resultpage5"
android:duration="50"/>
</animation-list>
You should be using optimized png images for this. You also are going to need more than two images in most cases. Your animation will almost have a strobe affect if you only use two images. Here is more information regarding different xml animations
http://www.androidhive.info/2013/06/android-working-with-xml-animations/
I have an image view which i have set to 400dp(width) and 300dp(height). This image view is used in a list view where i am loading the images from url. During loading of the images, i show an progess bar like animation which is set something like this:
imageView.setBackgroundResource(R.drawable.progress);
final AnimationDrawable startAnimation = (AnimationDrawable) imageView
.getBackground();
startAnimation.start();
once the image is finished loading , i ll remove this animation and set the loaded image as shown below:
imageView.setBackgroundResource(0);
imageView.setImageBitmap(bitmap);
But the probelm is, the animation is also taking the specified width and height, ie 400dp and 300dp respectively, how can i reduce the size of animation drawable alone ?
my animation file: progress.xml
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/anim_black"
android:oneshot="false" >
<item
android:drawable="#drawable/frame_1"
android:duration="100"/>
<item
android:drawable="#drawable/frame_2"
android:duration="100"/>
<item
android:drawable="#drawable/frame_3"
android:duration="100"/>
<item
android:drawable="#drawable/frame_4"
android:duration="100"/>
<item
android:drawable="#drawable/frame_5"
android:duration="100"/>
<item
android:drawable="#drawable/frame_6"
android:duration="100"/>
<item
android:drawable="#drawable/frame_7"
android:duration="100"/>
<item
android:drawable="#drawable/frame_8"
android:duration="100"/>
<item
android:drawable="#drawable/frame_9"
android:duration="100"/>
<item
android:drawable="#drawable/frame_10"
android:duration="100"/>
<item
android:drawable="#drawable/frame_11"
android:duration="100"/>
<item
android:drawable="#drawable/frame_12"
android:duration="100"/>
</animation-list>
frame 1, frame 2 ....frame 12 are the png files which i got by splitting the gif image.
You should use setImageResource for animation in your case. Background image is always scaled to fit the whole image. You also need to chage a ScaleType before starting an animation and after the image is loaded as well.
imageView.setImageResource(R.drawable.progress);
imageView.setScaleType(ScaleType.CENTER);
final AnimationDrawable startAnimation = (AnimationDrawable) imageView.getDrawable();
startAnimation.start();
// and once image is loaded
imageView.setImageBitmap(bitmap);
imageView.setScaleType(ScaleType.CENTER_INSIDE);
Come on dude. You are doing it the longer way. Its better to use a custom Progressbar for your purpose. What you need to do is to use a frame layout of the same size of your Imageview and put a progress bar & your imageview into the same view above your imageview. Once the image is loaded change the visibility of progressbar to View.GONE or View.INVISIBLE. It can be fairly used in listviews as well without any memory issues. For implementing a custom progressbar use this.
<ProgressBar
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:indeterminateDrawable="#anim/progress_bar_anim" >
</ProgressBar>
Where yout drawable progress_bar_anim.xml is
<?xml version="1.0" encoding="utf-8"?>
<animated-rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:drawable="#drawable/pro_indi"
android:pivotX="50%"
android:pivotY="50%" />
pro_indi is any circular image to be rotated.
<FrameLayout>
<ImageView>
<Progressbar>
</FrameLayout>
What is the best way to design and embed an animation into an android app.
(I'm not talking about transitions and activities in/out animations.)
I can think of 2 ways of doing it:
designing the animation with flash or something similar, export png-sequence with transparent bgs and creating an animation from the images in an xml file (How do I write this kind of xml?)
creating a grid of images with all the frames of the animation that I've created
and save it into one image. than using something like background-position in css in order to move the visible area of the image on each frame enter (By Java code, or by xml)
which of this is better/most common? and how do I implement the solution (if there is a better solution - that would be great).
and what programs do you usually use for this kind of task
(the goal is to achieve something that works like the frog in cut the rope or the birds in angry birds for example)
thanks!
I used simple animation in one project... It's on your first point... A sequence of *.png files in /res/drawable, and *.xml like:
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:oneshot="true">
<item android:drawable="#drawable/s250" android:duration="200" />
<item android:drawable="#drawable/s251" android:duration="200" />
<item android:drawable="#drawable/s252" android:duration="200" />
<item android:drawable="#drawable/s253" android:duration="200" />
<item android:drawable="#drawable/s254" android:duration="200" />
<item android:drawable="#drawable/s255" android:duration="200" />
<item android:drawable="#drawable/s256" android:duration="200" />
<item android:drawable="#drawable/s257" android:duration="200" />
<item android:drawable="#drawable/s258" android:duration="200" />
</animation-list>
... and source...
final ImageView pygalo = (ImageView) findViewById(R.id.imageanimation);
pygalo.setBackgroundResource(R.anim.animation);
final AnimationDrawable pygaloanimation = (AnimationDrawable) pygalo.getBackground();
pygalo.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View vp) {
pygaloanimation.stop();
pygaloanimation.start();
}
});
It is very easy to do...
I want an animated gif, since this isn't possible in Android I am using individual frames in a transition.
except it seems like the transition class only will show two frames ever! I saw other animation methods but they didn't seem to apply to what I was doing, or seemed old and convulated like for an older infant android build
<transition xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="#drawable/activateanima"></item>
<item android:drawable="#drawable/activateanimb"></item>
<item android:drawable="#drawable/activateanimc"></item>
<item android:drawable="#drawable/activateanimc"></item>
<item android:drawable="#drawable/activateanimd"></item>
<item android:drawable="#drawable/activateanime"></item>
<item android:drawable="#drawable/activateanimf"></item>
<item android:drawable="#drawable/activateanimg"></item>
</transition>
How do I animate an image to behave like an animated gif, in place. no rotations or translations here. Using android 2.1+
Are you after a Frame animation? See: here. This will play a standing still animation.
Example from above site:
XML file saved at res/anim/rocket.xml:
<?xml version="1.0" encoding="utf-8"?>
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
android:oneshot="false">
<item android:drawable="#drawable/rocket_thrust1" android:duration="200" />
<item android:drawable="#drawable/rocket_thrust2" android:duration="200" />
<item android:drawable="#drawable/rocket_thrust3" android:duration="200" />
</animation-list>
To use:
ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image);
rocketImage.setBackgroundResource(R.drawable.rocket_thrust);
rocketAnimation = (AnimationDrawable) rocketImage.getBackground();
rocketAnimation.start();
Just use a view flipper to flip between the images. Just define your in and out animations to be 0seconds long and they should be instantianous. (but use alpha to be sure). View flipper has the benefit of also auto animating and auto starting