I'm trying to create an animation with a flask image. I want to pour the flask, then replace the flask with an empty one, and then return the flask to its original location. The code I have right now looks like this:
var renderPour = function (flask, index){
// Using a Motion Guide
curX = flask.x;
curY = flask.y;
createjs.Tween.get(flask)
.wait(2000*index)
.to({x:100, y:90, rotation:-100}, 700, createjs.Ease.quadOut)
.to({image:'/assets/empty_flask'+(index+1)+'.svg'}, 0)
.to({x:curX, y:curY, rotation:0}, 700, createjs.Ease.quadOut);
}
According to the documentation, it says
Non-numeric properties will be set at the end of the specified duration.
So I expect the image src property to be changed. But when I run my code, the Bitmap just disappears and I have a 'invisible' Bitmap there. I know it's still there because I have an array that keeps track of all Bitmaps and it's still there, and I just can't see it. When I check the image's src value in the console, it's changed and correct.
I did some research and guessed that it's probably because the stage is not updated. Here is my update stage code:
createjs.Ticker.setFPS(60);
createjs.Ticker.on("tick", tick);
createjs.MotionGuidePlugin.install();
function tick(event) {
stage.update(event);
console.log('x: ', flaskArr[1].x, 'y', flaskArr[1].y);
}
And I tried to run stage.update() in the console as well, but the Bitmap is still invisible.
Additionally it seems that the later half of the animation is still working, except that the Bitmap is not showing according to the log.
I'm wondering is there a correct way to replace the image in TweenJs? Or is there another way to replace the image in the middle of the animation? Very much appreciated!
I figured out the solution on my own, so i'll just post it. I have to pass a new image instead of just a src string:
var emptImage = new Image();
emptImage.src = emptyFlaskPath(id);
createjs.Tween.get(flask)
.wait(2000*(flask.id-1))
.to({x:100, y:90, rotation:-100}, 700, createjs.Ease.quadOut)
.to({image: emptImage}, 0)
.to({x:curX, y:curY, rotation:0}, 700, createjs.Ease.quadOut);
Related
I have gone through the docs and sample only to be lost in outdated docs. Apparently there is no samples for the latest version of createjs.
I need to smooth scroll a horizontal spritesheet. So that the middle of images are shown before the new image is entirely in the "window". So the place in the page doesnt move only what is displayed from the single column horizontal spritesheet is different. And we do not switch between images we scroll up and down.
I am at my wits end with this.
this.sprite = new createjs.BitmapAnimation(spriteSheet);
that line gives an error
not a constructor
this.sprite = createjs.BitmapAnimation(spriteSheet);
gives an error
not a function
here is the sprite sheet
https://github.com/nydehi/asp.net-mvc-example-invoicing-app/blob/master/screenshots/1.png
i am doing this now and no error but nothing is displayed.
<script type="text/javascript" src="createjs-2014.12.12.min.js"></script>
<script>
function init() {
var data = {
images: ["1.png"],
frames: {width:15, height:20},
animations: {
stand:0,
run:[1,5],
jump:[6,8,"run"]
}
};
var spriteSheet = new createjs.SpriteSheet(data);
var animation = new createjs.Sprite(spriteSheet, "run");
var stage = new createjs.Stage("demoCanvas");
stage.addChild(animation);
animation.gotoAndPlay("run"); //walking from left to right
stage.update();
}
</script>
You're probably using a more recent version of CreateJS (around version 0.8.2) which no longer has a BitmapAnimation class on it.
Older versions (0.6.0) had it, but it was most likely replaced by the SpriteSheet class.
Check here for the most recent documentation.
The earlier comments about BitmapAnimation being deprecated long ago are right. Your updated code sample looks fine otherwise.
I think you are just missing something to update the stage when contents change. Your sample just has the one update, but because your image is loaded using a string path, it is not ready yet when you call stage.update().
Any time contents change, you need to tell the stage to refresh. Typically, this is manually controlled when contents change, or constantly using the Ticker.
createjs.Ticker.on("tick", function(event) {
// Other updates
// Update the stage
stage.update(event);
});
// Or a handy shortcut if you don't need to do anything else on tick:
createjs.Ticker.on("tick", stage);
i am making a game based on draw images and clear it every some part of second.
i started with:
var peng = new Image();
and then:
peng.onload = function() {
context.drawImage(peng, pengXPosition, pengYPosition, pengWidth, pengHight);
};
and in the loop:
var i=0;
function pengMoveRight(){ i++;if(i==1){peng.src = 'images/1.png';}else if(i==2)
{peng.src = 'images/2.png';} else if(i==3){peng.src = 'images/3.png';}else if(i==4){
peng.src = 'images/4.png';}else if(i==5){peng.src = 'images/5.png';}else if(i==6){
peng.src = 'images/6.png';i-=6;}}
when i run it it works well on IE but on chrome and mozilla it`s too slow and the character is about to disappear .. i used setinterval(); once and window.requestAnimationFrame(); once and both of them cause the same problem.
what should i do to make it smooth move?
here is the full script http://mark-tec.com/custom%20game/
Instead of changing the source, try to create several Image objects instead. That way, the drawImage call can always use a pre-loaded image.
You need to preload all the images or use the sprite method (all images packed into a single sprite) in order to avoid the initial delay caused by the image loading only when it's needed.
However, after that initial problem, your example should run fine once all the images are cached.
This one of the phaser examples, what Im trying to do is to load the image again when it reach the end o the frame. Can somebody explain how to do this
var game = new Phaser.Game(1500, 200, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
// You can fill the preloader with as many assets as your game requires
// Here we are loading an image. The first parameter is the unique
// string by which we'll identify the image later in our code.
// The second parameter is the URL of the image (relative)
game.load.image('Car', 'car.jpg');
}
function create() {
// This creates a simple sprite that is using our loaded image and
// displays it on-screen
// and assign it to a variable
var image = game.add.sprite(0, 0, 'Car');
game.physics.enable(image, Phaser.Physics.ARCADE);
image.body.velocity.x=750;
if (image>game.width)
{
game.load.image('Car', 'car.jpg');
var image = game.add.sprite(0, 0, 'Car');
}
}
I assume the above is just pseudo code because there are lots of little errors. But there are a number of issues with this approach.
If you know what the new image needs to be in advance, then preload it up front and then use loadTexture to apply it:
function preload() {
game.load.image('Car', 'car.jpg');
game.load.image('Pumpkin', 'pumpkin.png');
}
...
function update() {
if (car.x > game.width) {
car.loadTexture('Pumpkin');
}
}
Also some other things to watch out for:
1) Only change the texture if it's not already set (in the example above it will run loadTexture over and over, unless you reset the car.x coordinate)
2) If you can't preload the image up front, then you can load it during play. Look at the "Loader Events" example code for details.
3) You need to check the sprite position in update and not create (as it won't have moved at all by that point).
I'm working with the easeljs javascript to make a sort of game.
I'm using this example: http://www.createjs.com/#!/EaselJS/demos/game
As you can see there are spacerocks. This are graphics objects:
this.graphics.beginStroke("#FFFFFF");
I would like to fill the background with an image like this:
var bitmap = new createjs.Bitmap("http://nielsvroman.be/twitter/root/easeljs/image.png");
this.graphics.beginBitmapFill(bitmap, "no-repeat");
But I always get this error:
Uncaught TypeError: Type error
Does anybody know what I'm doing wrong?
Use a reference to an HTML Image, and not a Bitmap instance.
var image = new Image();
image.srce = "http://nielsvroman.be/twitter/root/easeljs/image.png";
this.graphics.beginBitmapFill(image, "no-repeat");
Note that you have to ensure the image is loaded, otherwise it may not show up on the first stage update. You can either tick the stage, or listen for image onload, and refresh the stage then.
image.onload = function() {
stage.update();
}
I am running into a problem with gRaphael javascript line chart library.
I am building a line chart from a CSV file that has five columns (# of minutes, time, waiting time, in treatment, closed, in location).
Previously I have been able to draw the full chart without animation. It correctly had all four lines etc.
Now my code fails on the animation function. Here is the error:
Uncaught TypeError: Object # has no method 'animate'
I assume that jQuery is somehow messing with animate function, and trying to take the reins of it.
function animateChart(newX, newW, newInT, newC, newInL){
var chart2 = paper.linechart(
20, 20, // padding
newX.length, 400, // dimensions
newX, [newW, newInT, newC, newInL] // values
);
for (i = 0; i < chart.lines.length; i++){
elem = chart.lines[i][0];
elem.animate({ path: chart2.lines[i][0].getAttribute("d") }, 200);
}
chart2.remove();
}
Full code:
http://pastebin.com/YmvkrmQ3
I have the following libraries loaded, in order:
raphael-min.js
g.raphael-min.js
g.line.min.js
jquery.js
Thanks in advance for any help.
UPDATE:
The problem is in the animate method. Even though I am calling the method on a path element, I get the error. I still don't know why Raphael doesn't recognize the path element as path element.
I tried disabling jQuery (and replacing it's ajax function with vanilla javascript), but it didn't help.
You probably have an SVG path element and not a Raphael path element. It's probably the [0] at the end of elem = chart.lines[i][0];.