Android - tips on creating slot machine animation - android

I want to create an animation like a slot machine, in Android, but I'm not sure how to do this.
I want the animation to look like this:
http://www.youtube.com/watch?v=EX-uzP6BdjI (its pretty obvious I guess), but then with 8 bars, and instead of the fruits, I want letters.
Now, I've already got the image of the letters (seperate for each letter, and one for all letters).
But because I want to display the letters in some sort of frame, I need to keep the letters within that frame (just like the example), which seems very hard to me, with one image.
What is the best way to make an animation like this?
The end position (the final letter) will be randomly chosen before the animation starts, and the animation needs to be able to change depending on that letter.
The animation doesn't have to be smooth (it can come to a sudden stop at the ending, instead of a smooth ending), but if it's easy to do, I'd prefer that.

Try creating an animation video of each possible scroll, then randomly choose the outcome and play the corresponding videos. a simple if clause can call the correct video, although if you have many possibilities, you might prefer to use switch case.
If you do so, then you can put together photographs of each predetermined outcome, and use them for your drag and drop imageview.

Related

How to display one animation for multiple images in vuforia & unity?

I want to display 1 particular animation for the same image of a different kind. For example, I want to display a animation for alphabet 'A'. But the alphabet(A) can be in many different fonts like one in Century Gothic and other is in Century Schoolbook. No matter what the font is if it's an 'A' then just show that particular animation. It can be done by putting every font in the vuforia library but that would be very inefficient. Can I implement OCR here like first I check it's actually an A or not then trigger that particular animation for it? Any suggestion will be appreciated!

How to cross-fadeing image in Android

Basically, I have images that I'd like to to update them sequentially into the same view to create custom ProgressBar.
I found Tumblr to do just that with their ProgressBar(ImageView?).
Here I put the animation side-by-side to show how the image actually cross-fade from Aa into a camera.
Exactly what I wanted:
Cross-fading effect
Indeterminate
Use the same view (I dumped view hierarchy to check)
Animation during transition (The image actually pop a little when spinning and cross-fading into the next image)
So far I have tried:
1. Frame Animation,
this allows for unlimited item(s) with definable durtion. However, it
doesn't cross-fade the image and there's no way to listen to the
transition's event to apply other animation, etc.
2. Transition Drawable, this allows cross-fading between EXACTLY two drawables. So this doesn't allow for the number of items and interminate duration as well.
I also came across CrossFadeDrawable by Romain Guy just now but it looks like it's only coded to support only two Drawable.
Right now I am not very sure if I'm approaching in the right direction or is there something I need to learn in order to do this kid of effect?
I'm not sure if you are approaching this direction but isn't this what you are looking for:
http://www.youtube.com/watch?v=atH3o2uh_94

Issues designing Android UI in Xamarin

I am in the process of writing my first android app. I figured, for a simple exercise, I'd write an app to keep score in bowling.
I want to create a picture of the pins, with a touch toggling a pin between standing, and fallen. Then an ok button, that completes the shot. After each shot is entered, have a picture of the score updated.
Then, I want to be able to click on a frame, and edit it...mistakes happen.
This seemed simple enough. At least if I were to whip up something in HTML5 I would be done by now.
However, I'm struggling with just drawing the UI...ugh.
Would I just create the pins as image buttons? And how do I align them properly...I can't seem to drag stuff where I want, it's all left aligned and stacked. Nothing like it should look.
And how can I dynamically create images for buttons? At least that's how I was thinking I would do the score (showing all 10 frames with the shots and running score.
I realize this is a beginner question. But I've been at it for five hours, and I'm no farther along.
I don't think it's necessarily fair to compare your speed in a dev environment you are new to with one you already know - you are bound to be slower in the new one.
To get more familiar with android's XML layouts, I recommend you take a look through some of the tutorials on layouts - on linearlayout, gridlayout, relativelayout, etc which I think will have you quickly working in XML to generate your ui.
One such tutorial is http://slodge.blogspot.co.uk/2013/01/an-mono-for-android-wrappanelflowlayout.html
Once you've learnt a bit about the XML, I suspect you'll also find the designer easier too.
For the questions about the pins, well these sound a lot like checkboxes, only drawn differently - so check out:
Custom checkbox image android
http://vimaltuts.com/android-tutorial-for-beginners/android-custom-checkbox

How would I go about this?(Android Whack-A-Mole Project)

I'm making a simple whack-a-mole game as my first mini-project for android. I'm not sure how to go about this. I know the basics of setting everything up and such but I'm not sure how to animate the moles and make it so that when the mole is in the up position it can be tapped and a point will be counted. I know I can do an image button and have a counter go up(counter++) but I need to be able to switch frames from the mole in the hole to the mole in the up position. Anyone have an idea as to how to do this? Thanks!
Android allows you to animate objects in a variety of ways. If you only need 2 images to switch, like a button with 'pushed' / 'not pushed' states, you can use a special type of Drawable called a selector (which allows you to specify different drawables for the various states of the target).
If you need more than two images, you may want to use the simple View animation that Android allows you to create using xml. For instance, you can create an xml animation that specifies an image to move/rotate/scale from one initial position to another, creating the in-between frames for you.
Android also has a newer, more complex and full-featured form of animation (which you probably don't need to go into).
Both of these animation systems are detailed at :
http://developer.android.com/guide/topics/graphics/animation.html
Otherwise you will need to create a series of images that you iterate through at a steady pace (which is the fundamental idea behind animation).
I've already made this before, I'll give you an overview, just check my post here: Simple Whack a Mole overview

How to turn the page [duplicate]

Is there a simple way to do the Curl page flipping animation? A Curl animation is animation of pages flipping, including the page above rolling and the shadows over the lower page.
What is the recommended way to do a "gallery" that displays two pages at a time (just like a book)?
Is it:
Letting the adapter display a linear layout of two images at a time? (it won't let me show a page flipping over the other like a book)
Using two pages, placing somehow one near the other, and then when it's time to animate -move the next two pages over?
What is the better way that would enable displaying the left page flipping over the right page?
I'm implementing a 2D page curl in the native canvas. Check my answer in: Implement page curl on android?
EDIT: The code project of my implementation: http://code.google.com/p/android-page-curl/
EDIT2: Links updated
I am using this code. Its really really perfect for any one to understand and use. Thanks a lot to Harism
GitHub Link for Page Curl Animation in android With OpenGL
I haven't worked on the android before, but it seems to me the best way to do a page flipping type of display would be to draw it in three layers. The first being the first page's text, the second being the "page" underneath, and the third being the next page. If you draw them from back to front, the only thing the user will see will be the text on the first page.
Now, Once you have that, you'll want to do some sort of curling/flipping animation based on whatever controls you are using. Simply choose whatever method works best for you for doing that animation, but while you are doing that, have the part of the page that isn't there anymore alpha'd out. This will allow you to see the text of the page underneath (Okay, I lied. You'll need a background behind that text too).
The problem at this point is you're still drawing the text twice over the same space, so you'll want to blend the first page's text with the animation under it. In this way, the text that is over the 0 alpha sections will be invisible. It won't bend with the animation, so that may still be an issue, but depending on the speed of the flip that might be fine still. When the animation is done, simply set the first page = the second, the animation reset to plain white, and the second page = the new second page.
The shadow effect can be done simply by partially alphaing out some black behind the page turn animation. Draw over second page (as the animation layer already is doing) and voila!
I believe your two page question could use a very similar method. Good luck
This is 3d animation project (based on OpenGL 2.0) - http://anettosoftware.co.uk/npc.php

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