the download as they are quite long to be pasted. The image is namedwalk_elaine.pngAnd it was copied/res/drawable-mdpi/So android can pick it up automatically.
If you run the application you shocould be seeing elastine swimming walking cycles in one place. We shocould have used jumping as that can be med in one place but you get the idea.
Elaine walking
Enhancement
To make some neat additions modify eloine'sdrawMethod so it displays the original i
This example describes the use of Android sprite animations. Share to everyone for your reference. Specifically as follows:
Elaineanimated.java files are as follows:
Package Net.obviam.walking.model;
Import Android.graphics.Bitmap;
Import Android.graphics.Canvas;
Import Android.graphics.Paint;
Import Android.graphics.Rect;
public class Elaineanimated {private static final String TAG = ElaineAnimated
Zookeeper
After studying the unity3d powerful ngui plug-in for a few days, I think one of the biggest highlights of ngui is the sprite. Let's talk about what the genie is? It can intercept a part in a large image (a big image is a set of images, and a small image is an genie), and then name a genie, you can use the sprite name to draw a video directly, and the Sprite
form of the 100 genie sets, that is, open-draw (100 draws)-close
From the two methods above, we can see the difference between the two. The second method saves 99 Open and Close processes using the Genie set, so as to optimize the processing;
Ccspriteframe
Ccspriteframecache
Sprite frames are mainly used to make animations. cocos2d uses ccanimation to save a sequence of Sprite frames, and then uses the cc
Author: Wang Xuan Yi, source: http://www.cnblogs.com/neverdie/Reprinted, Please keep this statement. If you like this article, click [recommendation ]. Thank you!
Introduction
The last time we talked about MonoBehaviour's past and present, we learned that every GameObjec in the game is controlled by a script. This time we started to use Sprite in Native 2D in Unity, and use Animation to make
Qt mobile app development (III): Use sprite images for Frame Animation
In the previous blog, we talked about the general support of Qt Quick for animation. Different types of animation can be combined with different interpolation functions to achieve almost all the animation
2d game, the operation of the wizard needs, is often two points:
1, Static Wizard: General to do background display and so on
2, Sprite Animation: Frame animation, skeletal animation, etc.
Statement: Following the unity of the operation, based on Unity3d 4.3.4, I am a beginner unity, no other version.
First, the wizard
In chapter 5, we study how to use image's clip and rendertransform to create animation for Sprite.
Now, I will introduce a new method base on writeablebitmap to cut the image. You can use it as follows:
BitmapimageBitmap =NewBitmapimage(NewUri(@ "/Images/role/sprite.png",Urikind. Relative ));
ImageImage =NewImage();Image. Source = bitmap;
WriteablebitmapWB =NewWriteablebitmap(150,150 );
WB. Rend
Unity3d Shaderlab Simulation Sprite AnimationIn the previous article, introduced through the shader simulation of the texture movement , then further, we can also put the frame animation of the sprite texture movement through the shader implementation. Although everyone is in the game script to do a higher level of control. But the money is wayward, code code can
First import the Ngui package and restart the project to make sure that the Ngui menu option appears in the menu bar.
I. Production of Atlas (map).
Atlas is a big picture, a collection of many small graphs called Sprite (sprites) by setting the size of the small graph to intercept.
Set up the images folder under the Assets folder and drag the pictures you want to use in the animation as shown here:
Selec
This article practice from Ray wenderlich, Tony dahbura article "How to Use animations and sprite sheets in cocos2d 2.x", the use of cocos2d, I am here to use Cocos2D-x 2.1.4 for learning and transplantation. In this article, we will learn how to create a simple bear walking animation, how to use the genie form, and how to change the direction of the bear walking.
The procedure is as follows:
1. New Cocos2d
have been concerned about the development of JavaFX, recently want to try to use JavaFX development game is what kind of situation. Unfortunately, I didn't find a class like graphics/graphics2d in Java 2D. His simple inheritance node, there is no way to draw their own. It seems that the current use of JavaFX for game development, only the use of JavaFX shape and ImageView.
Taking the time today to write an example of a JavaFX sprite
Use DirectX to move child graphics (Sprite animation)This is what I learned from this book today, the book is called "Beginning DirectX9" This book is in English. Fortunately, I still can read English. The book gives a lot of DirectX programming beginners How to do DirectX programming. Today I saw a sprite (sub-graphic, also called
By studying the first 3 chapters, we master how to create the object's moving animation dynamically. In this chapter, I will introduce how to implement object's own animation.
First of all, I need to replace the object with a living Sprite. I prepare some pictures made up of a coherent running animation, as follows:
Based on CSS3 Sprite botnet animation effects, css3sprite botnet
Share a special animation effect based on CSS3 Sprite botnets. This is a zombie walking CSS3 Sprite animation effect created using the steps attribute of the
Sprite add shadow swing animation (9 of Unity3D development), spriteunity3d
Monkey original, reprinted. Reprinted Please note:Reposted from Cocos2D Development Network-cocos2dev.com. Thank you!
Original article address:Http://www.cocos2dev.com /? P = 575
Today, I saw a very simple swing animation. It feels good. Record, which can be used later. It is mainly us
Now it is time to introduce how to integrate a * algorithm into the sprite's 2D animation. If you follow my tutorial from the beginning, you will find it is easy.
First, I must introduce a new concept, map. map is the soul of the game, but now in my demo, it is simply a image control. let's add it in our game:
PrivateImageMap;
VoidInitmap () {map =NewImage() {Width = 800, Height = 600, source =NewBitmapimage(NewUri(@ "Map/map.jpg",Urikin
【Sprite animation through UV]
The following uses a single row sprite texture as an animated texture. First, enter the texture width, sprint quantity, and speed:
Calculate the pixel width and UV width of each sprite:
Calculate the sprite number currently displayed base
");
}
function Loadbitmapdata (event) {
var bitmapdata = new Lbitmapdata (loader.content,0,0,70,92);
Imagearray = Lglobal.dividecoordinate (bitmapdata.image.width,bitmapdata.image.height,8,8);
mapimg = new Lbitmap (BitmapData);
mapimg.x = 100;
Mapimg.bitmapData.setCoordinate (0,0);
index = 0;
var backlayer = new Lsprite ();
AddChild (Backlayer);
Backlayer.addchild (MAPIMG);
Backlayer.addeventlistener (Levent.enter_frame, Onframe)
}
function O
;addSpriteFrameWithFileName("catBody3.png"); animation->addSpriteFrameWithFileName("catBody2-4.png"); animation->setDelayPerUnit(0.1f);//设置动画的间隔时间 animation->setRestoreOriginalFrame(true);//是否返回第一帧 mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation)));
3. directly input a large image that co
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