I am working on a Windows Phone 8 app. I am using a Storyboard to animate a series of images. It is working fine, but I want to call a particular method one second before the animation completes. I am using this code: Is there a way to do what I want?
var storyboard12 = new Storyboard
{
// RepeatBehavior = RepeatBehavior.Forever
};
var animation = new ObjectAnimationUsingKeyFrames();
Storyboard.SetTarget(animation, animationImage);
Storyboard.SetTargetProperty(animation, new PropertyPath("Source"));
storyboard12.Children.Add(animation);
for (int i = 1; i <=16; i++)
{
var keyframe = new DiscreteObjectKeyFrame
{
KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(300*i)),
Value = String.Format("/Images+Audio/images/animation images/2_Driving-a-car/Drive_background3 ({0}).png", i)
};
animation.KeyFrames.Add(keyframe);
}
DispatcherTimer timer11 = new DispatcherTimer();
timer11.Interval = TimeSpan.FromSeconds(4.1);
timer11.Tick += timer11_Tick;
timer11.Start();
storyboard12.Begin();
storyboard12.Completed += storyboard12_Completed;
}
void timer11_Tick(object sender, EventArgs e)
{
var timer = (DispatcherTimer)sender;
timer.Stop();
changeBackgroundImage3();
}
You can use an another Storyboard, that will change a background of your control. Such way is more appropriated by a performance reason. And DispatcherTimer Tick event won't be 100% fired after set interval, it could be fired later than 4.1, if it is important for you then it is the second reason to use a storyboard to change a background.
Related
I'm building a board game in action script 3 Adobe flash. In that if i mouseover on a particular pawn, it has to show the number of steps which can be moved by that pawn with respect to dice value with path glow effect.
Here in my code path will glow after i move the pawn with respect to dice number.
opawn1.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame_3);
function fl_ClickToGoToAndStopAtFrame_3(event: Mouse): void {
var filterarray: Array=new Array();
opawn1.filters=[glow];
var gfilter: GlowFilter=new GlowFilter();
filterarray.push(gfilter);
current_pawn = arrayPawn[0];
checkSize(opawn1);
if (o_move == 0) {
o_move = 1;
convert_to_movieclip(s1);
}
temp = get_number_of_moves(odirectmove, checkorange, 0, current_pawn);
odirectmove = false;
for(var i=0;i<temp+1;i++)
{
s1[i].filters=filterarray;
}
Here I used mouse click event, Its not working if i change it as mouseover.
Please let me know the above code is correct or not.
How to achieve this?
As #otololua said, the type of your fl_ClickToGoToAndStopAtFrame_3 event parameter should be MouseEvent and not Mouse, then you can change MouseEvent.CLICK by MouseEvent.MOUSE_OVER like this :
opawn1.addEventListener(MouseEvent.MOUSE_OVER, opawn1_on_MouseOver);
function opawn1_on_MouseOver(event:MouseEvent): void {
var glow_filter: GlowFilter = new GlowFilter();
var filters_array: Array = [glow_filter];
your_target_object.filters = filters_array
// ...
}
And if you need that effect be visible only when the mouse is over, you can remove it using MouseEvent.MOUSE_OUT like this :
opawn1.addEventListener(MouseEvent.MOUSE_OUT, opawn1_on_MouseOut);
function opawn1_on_MouseOut(event:MouseEvent): void {
your_target_object.filters = null;
// ...
}
Hope that can help you.
Each frame contain 1 text field. I apply the code on timeline.
But it only gets applied to the last object, which means that I can only drag and drop the last object. Why?
How can I improve this so that I can drag and drop all objects?
for(var j:uint=0; j<3; j++)
{
var q:Ans = new Ans();
q.stop();
q.x = j * 300+50;// set position
q.y = 500;
var r:uint = Math.floor(Math.random() * q_list.length);
q.qface = q_list[r];// assign face to card
q_list.splice(r,1);// remove face from list;
q.gotoAndStop(q.qface+1);
q.addEventListener(MouseEvent.MOUSE_DOWN, startAnsDrag);
q.addEventListener(MouseEvent.MOUSE_UP, stopAnsDrag);
q.addEventListener(Event.ENTER_FRAME, dragAns);
addChild(q);// show the card
}
//----------------------------drag
// offset between sprite location and click
var clickOffset:Point = null;
// user clicked
function startAnsDrag(event:MouseEvent) :void
{
clickOffset = new Point(event.localX, event.localY);
}
// user released
function stopAnsDrag(event:MouseEvent) :void
{
clickOffset = null;
}
// run every frame
function dragAns(event:Event) :void
{
if (clickOffset != null)
{ // must be dragging
q.x = clickOffset.x+mouseX+135;
q.y = clickOffset.y+mouseY;
}
}
Make a new layer in the timeline just for your drag-and-drop code, which you can remove from your other actionscript. Put the code on the first frame in that layer. Now click on and select the last frame on that layer in which you want the code to be effective (probably the last frame of the MovieClip). Press F5 to draw-out the range of frames which will be affected by the code. Voila!
I would like to make my Flash AS3 based app more accessible with a keyboard navigation.
What's the best way to add to every MovieClip with a MouseEvent.CLICK the ability to get selected through the TAB and clicked/fired through ENTER?
Some basic example of my code:
nav.btna.addEventListener(MouseEvent.CLICK, openSection);
dialog.btnx.addEventListener(MouseEvent.CLICK, closeDialog);
function openSection(event:Event=null):void
{
trace("nav.btna")
}
function closeDialog(event:Event=null):void
{
trace("dialog.btnx")
}
I remember that there was a AS3 function that enabled that every MovieClip with a MouseEvent could be fire through ENTER if the MovieClip was selected with TAB. I can't remeber the function though.
I think the problem may be that you are attempting this with a MovieClip instead of a button (Button or SimpleButton).
I made a simple test by creating buttons instead of MovieClips in my library and this worked as expected:
// I have 4 buttons (button1, button2, etc) on the stage
for(var i:int = 1; i <= 4; i++)
{
var mc = getChildByName("button" + (i+1));
mc.tabIndex = i;
mc.addEventListener(MouseEvent.CLICK, onClicked);
}
function onClicked(e:MouseEvent):void
{
trace(e.currentTarget + " clicked");
}
stage.focus = stage;
I initially ran this test with MovieClip instances, and while they would show that the tab was working (a yellow border shows up), the MouseEvent.CLICK was never firing. Once I switched to actual buttons (SimpleButton in this case), it worked with both the Enter and Space keys.
EDIT:
To answer the question posed in the comments, this is a quick-and-dirty way to "convert" MovieClips to SimpleButtons at runtime:
// I have 4 MovieClips (button1, button2, etc) on the stage
for(var i:int = 1; i <= 4; i++)
{
var mc:MovieClip = getChildByName("button" + i) as MovieClip;
var button:SimpleButton = convertMovieClipToButton(mc);
button.tabIndex = i;
button.addEventListener(MouseEvent.CLICK, onClicked);
}
function convertMovieClipToButton(mc:MovieClip):SimpleButton
{
var className:Class = getDefinitionByName(getQualifiedClassName(mc)) as Class;
var button:SimpleButton = new SimpleButton(new className(), new className(), new className(), new className());
button.name = mc.name;
button.x = mc.x;
button.y = mc.y;
mc.parent.addChildAt(button, getChildIndex(mc));
mc.parent.removeChild(mc);
return button;
}
Scenario:
I want a user to see a map and their current position. Then, if they click "start", navigation will begin and they'll see their "route" drawn onto the map as their position changes, similar to how some fitness apps work that map out your run/walk. The goal is to do this in real-time as the user's position changes.
Options:
The way I see it, there are two options: 1) use a RouteQuery and Map.AddRoute from the starting position, to the next position (when the position changes), keeping track of the last position, and always drawing a new MapRoute from that position to the new, or 2) displaying the user's current position as a dot that moves as their position changes, and then maybe when they press "stop", draw a MapRoute for each of their positions in order to show their full route.
I'd really prefer option #1 because the user can see their route progression, etc., as they go.
Here is the code that I'm using:
XAML:
<maps:Map x:Name="MainMap" />
<Button x:Name="btnStart" Content="Start"/>
<Button x:Name="btnStop" Content="Stop" IsEnabled="False"/>
Code-behind:
Global Variables:
GeoCoordinateWatcher watcher;
List<GeoCoordinate> listCoordinates;
GeoCoordinate lastCoordinate;
btnStart.Tap():
private void btnStart_Tap(object sender, GestureEventArgs e)
{
if (watcher == null)
{
watcher = new GeoCoordinateWatcher(GeoPositionAccuracy.High);
watcher.MovementThreshold = 20;
watcher.StatusChanged += watcher_StatusChanged;
watcher.PositionChanged += watcher_PositionChanged;
}
watcher.Start();
}
watcher.StatusChanged():
private void watcher_StatusChanged(object sender, GeoPositionStatusChangedEventArgs e)
{
switch (e.Status)
{
case GeoPositionStatus.Initializing:
btnStart.IsEnabled = false;
btnStop.IsEnabled = true;
break;
case GeoPositionStatus.NoData:
lblStatus.Text = "location data is not available.";
break;
case GeoPositionStatus.Ready:
lblStatus.Text = "location data is available.";
break;
}
}
watcher.PositionChanged():
void watcher_PositionChanged(object sender, GeoPositionChangedEventArgs<GeoCoordinate> e)
{
if (listCoordinates == null)
{
// first time through:
listCoordinates = new List<GeoCoordinate>();
listCoordinates.Add(e.Position.Location);
lastCoordinate = e.Position.Location;
return;
}
else
{
listCoordinates.Add(e.Position.Location);
DrawRoute(e.Position.Location);
lastCoordinate = e.Position.Location;
}
}
DrawRoute function:
private void DrawRoute(GeoCoordinate newPosition)//
{
RouteQuery query = new RouteQuery()
{
TravelMode = TravelMode.Driving,
Waypoints = new List<GeoCoordinate>() { MainMap.Center, newPosition }
};
query.QueryCompleted += RouteQueryCompleted;
query.QueryAsync();
MainMap.Center = newPosition;
lastCoordinate = newPosition;
}
And finally, RouteQueryCompleted():
void RouteQueryCompleted(object sender, QueryCompletedEventArgs<Route> e)
{
mapRoute = new MapRoute(e.Result);
MainMap.AddRoute(mapRoute);
}
What happens:
It appears to work for a second as I begin driving, a short line is drawn where my start position is, but then about 10 second in, a line is randomly drawn down a nearby street (probably equivalent to 3 or 4 blocks long) and then down another block on a side road (while the whole time I haven't even driven ONE block, let alone make any turns!). It's very bizarre and definitely not accurate. I can upload a screenshot to better illustrate it if need be.
Can anyone see what I'm doing wrong in my code or is there a better way to accomplish this? I wasn't sure if this was the best way but I wasn't able to find any examples suggesting otherwise.
I ended up using MapPolyLine to draw a line between the last GeoCoordinate and the new one.
MapPolyline line = new MapPolyline();
line.StrokeColor = Colors.Blue;
line.StrokeThickness = 15;
line.Path.Add(lastCoordinate);
line.Path.Add(pos);
MainMap.MapElements.Add(line);
I am not sure why you are using RouteQuery for your task. Generally, you use this when you want the map sdk to determine a route for you given a set of coordinates. In your case however, you always know where you are through PositionChanged event. It will be easier to plot directly on the map as you move.
Something like this
void watcher_PositionChanged(object sender, GeoPositionChangedEventArgs<GeoCoordinate> e) {
Plot(e.Position.Location);
}
void Plot(GeoCoordinate pos) {
var ellipse = new Ellipse();
ellipse.Fill = new SolidColorBrush(System.Windows.Media.Colors.Blue);
ellipse.Height = 15;
ellipse.Width = 15;
ellipse.Opacity = 25;
var mapOverlay = new MapOverlay();
mapOverlay.Content = ellipse;
mapOverlay.PositionOrigin = new System.Windows.Point(0.5, 0.5);
mapOverlay.GeoCoordinate = pos;
var mapLayer = new MapLayer();
mapLayer.Add(mapOverlay);
MainMap.Layers.Add(mapLayer);
}
I draw with a mouse Paper.js. I need to keep these strokes and replay them at the same rate as in the video replay. How can I accomplish this?
In paper.js, the onFrame() function is called up to 60 times per second, while the onMouseMove() function "is called when the mouse moves within the project view", and contains the position of the mouse. By using both functions you can store the mouse motions and replay them later with close to the same time between positions.
var mousePosition = null;
function onMouseMove(event) {
if (mousePosition != null) {
var path = new Path();
path.strokeColor = 'black';
path.moveTo(mousePosition);
path.lineTo(event.point);
}
mousePosition = event.point;
}
var recordedPositions = [];
var delayFrames = 60;
function onFrame(event) {
if (mousePosition != null) {
recordedPositions.push(mousePosition);
if (recordedPositions.length > delayFrames) {
var path = new Path();
path.strokeColor = 'red';
delayedPositionIndex = recordedPositions.length - delayFrames;
path.moveTo(recordedPositions[delayedPositionIndex - 1]);
path.lineTo(recordedPositions[delayedPositionIndex]);
}
}
}
I do not know the timing accuracy/resolution/dependability of onFrame(). Alternatively you could just use javascript timing events as in this answer: How can I use javascript timing to control on mouse stop and on mouse move events