I'm using SpriteWidget in Flutter.
https://github.com/spritewidget/spritewidget
I'm loading images like this:
// Load multiple images
await images.load([
'assets/image_0.png',
'assets/image_1.png',
'assets/image_2.png',
]);
// Access a loaded image from the ImageMap
var image0 = images['assets/image_0.png'];
I'm trying to figure out how to loop through these images so that they are like an animated gif. Show image_0 for half a second, then image_1 for half a second then image_2 for half a second and so on.
I understand that the usual and recommended way to do this is with a spritesheet, but I do not have a sprite sheet, only individual images.
How about using Sequences? You can loop over an array of images based on time.
https://github.com/spritewidget/spritewidget#sequences
Related
I am beginning to play with Funvas, and I would like to make a slideshow(only 4 pics, all the same, 1080x1080 size JPG) but giving a pixelated transformation(a bit like example 46 from funvas site) between the appearance of an image to another, holding the image for like 0.5(a half-second) before gets 'destroyed' to assemble another image. What blend image do I need to use?
When I click the button, the function split the image into 3*3 parts
Image img =Image(image: AssetImage('assets/crossflutter.png'));
int h=3;
int v=3;
when I call the function that split the image into parts
parts= splitImage( inputImage:img,horizontalPieceCount:h,verticalPieceCount:v);
the problem is
How to split an image into equal-sized parts? Just taking an image from asset and splitting it into equal parts in a grid-like manner, so that each image part can be used as a separate image.
List<Image> splitImage({required Image inputImage, required int horizontalPieceCount, required int verticalPieceCount}) {
How to split an image into equal-sized parts? Just taking an image from asset and splitting it into equal parts in a grid-like manner, so that each image part can be used as a separate image.
I have imported a vector image to PaintCode app and then export its Swift to code. I want to use this vector image in a small View (30x30) but since I want it to work on different devices, I need it to be size-independent.
The original size of the vector image is 512x512. When I add its class to a UIView, only a very small part of the vector image can be seen:
I need to somehow resize the image that can be fit in any size of a frame. I read somewhere, that I have to draw a frame in PaintCode app around the image, I did it but nothing changed.
Start by selecting the "Frame" option from the toolbar
Apply the frame to you canvas...
nb: If you mess up the frame DELETE IT and start again, modifying the frame can change the underlying vector, which is annoying
Apply the desired resize options. This can be confusing the first time.
I group all the elements into a single group. Select the group and on the "box" next to the coordinates of the group, change all the lines to "wiggly" lines. This allows paint code the greatest amount of flexibility when resizing the image...
Finally, change the export options. I tend to use both "Drawing" and "Image" as it provides me the greatest amount of flexibility during development
You should also look at Resizing Constraints, Resizing Drawing Methods and PaintCode Power User: Frames for more details
I want to make an animated background for iphone app. Something simple 5-6 frames changing in the loop. On the front there will be another animation running. How can this be done?
The easiest thing to do is probably to use the animationImages property of a UIImageView. Once you have the animationImages property correctly set up, just call startAnimating on your view. So your code would look something like:
imageView.animationImages = myNSArrayofUIImagesObjects;
imageView.animationDuration = 1; // by default this is equal to the number of images multiplied by 1/30th of a second
[imageView startAnimating];
An important thing to note is that you can't easily control how long each image is shown. But what you can do is use the same image in your NSArray of images multiple times. So, for example, you could have an NSArray of length 500, where the first 100 entries map to your first image, the second 100 entries map to your second image, etc. Make sure to minimize the amount of memory you're loading onto the heap by reusing the same UIImage object for each of your five or six images.
hi i am new to iphone. what i am doing is displaying 20 images as grid and display selected image in image view .here i consider each image as button. now what i need is after 4 button taps image are sorted in grid view how can i done this pls help me i am very lucky if u post some code thank u
It depends on what you mean by 'sorted'. Are they randomly shuffled or are they sorted in some sort of order?
Basically you can:
* Create a grid if UIImageView objects (Put references to them in an array)
* Create an array of image names or UIImage objects.
* Sort the array however you want.
* Iterate through the array and replace the image in each UIImageView with the UIImage from the array.
I can't really give you code without knowing more about how you want to sort them.