jssor slide transition options - transition

Clicking an arrow transitions with the incoming image "pushing" the current image out of the viewing area. All of the _SlideshowTransitions options used so far seem to "overlay" the current image. Is there a _SlideshowTransitions option available that will "push" the current image out of the viewing area like clicking an arrow does?

Check out the transition code,
{$Duration:1200,x:1,$Easing:{$Left:$Jease$.$InOutQuart},$Brother:{$Duration:1200,x:-1,$Easing:{$Left:$Jease$.$InOutQuart}}}
or the transition code with fade,
{$Duration:1200,x:1,$Easing:{$Left:$Jease$.$InOutQuart,$Opacity:$Jease$.$Linear},$Opacity:2,$Brother:{$Duration:1200,x:-1,$Easing:{$Left:$Jease$.$InOutQuart,$Opacity:$Jease$.$Linear},$Opacity:2}}

Related

Unity3D - Image Slider only visible in specific area

I am trying to build an image slider for my app.
Unfortunately all the images are shown and not only the four images between the two arrows
In picture 2 you can see my hierarchy and in picture 3 you can see my settings for the sldImage GameObject
picture 2
picture 3
what do I have to do, that the images slide in from the right and disappear left?
unfortunately I couldn't find a solution for that so far.
EDIT:
There is no ScrollView in my components.
and if I add a Mask it is still the same.
You need to add a Mask.
If you add a ScrollView to your UI instead of a basic ScrollRect, you get a Mask for free.
Add it using the right-click menu in the Hierarchy Window, by choosing UI->ScrollView

How could I animate to another screen by using a Material-like circle expanding effect with Flutter?

Here is an example from a mockup I made of what I am trying to achieve.
Right now in code, these are 2 separate screens, but they are simply using a regular built-in animation between screens. Where would I even start to begin achieving an animation like the mockup example? Could I use a Stack that has a circle as a background with a hero tag, and then change its radius? How could I guarantee it would fill the size of any screen?
Thank you!
It's quite simple, you can do it in 1 page, follow this:
Layer a full page popup menu widget (let's say the widgets on pink)
on the page 1 with Stack, hide it at initial.
Scale animation to the top left circle when pressing it
Show the hidden menu widget after scale animation
Hide and reverse the scale animation when pressing closing or back button

Dealing with Popup in Corona game engine

I have a screen in Corona to display a puzzle, and once user guess the correct answer, I'm going to display a simple pop up on the screen to do the congratulation a long with close button to dismiss the popup, now I need for a simple work around to disable any control or behaviour on the original screen while displaying the popup, how can I do that?
I think you need to do this by stop or pause transitions, timers and animations etc. before you go to scene with pop up.
You can add transparent rectangle from transparent image file (not just rectangle, as it will not be touchable).
Size of this rectangle must be the size of all screen.
Position of rectangle - under your popup (or better make it as part of your popup).
Add listeners to this rectangle on touch and tap that will just return false - so it will prevent any clicks under it.
That will save you from pausing / disabling buttons, that you don't want to disable/pause.

make a background work on all iphones ios

I've just begun playing around with XCode and currently reading on Objective-C!
I have made a dark background and a book-ish "background" on top of it. Example here.
But how do I set it in a constant position on every iOS device and every iPhone screen-sizes?
From the looks of your image I assume that you want it to be fixed to the bottom.
To do that place your image view in the bottom of its superview and change the autosizing to be fixed to the bottom like in this image below.
The little red box in the view labeled "example" shows you how the image view will behave when the superview is resized.
If you want your image view to have a constant position anywhere else, just position it where you want it and set the appropriate autosizing for it (once again, look at the red box to see how it will behave when resized).
If the right pane is not visible press the right pane button in the tool bar (image below) or use the keyboard shortcut ⌘+⎇+0 to display the right pane or ⌘+⎇+5 to go directly to the size inspector.

Looking to mimic the iPhone lock screen camera drag

I've been searching and searching on how apple makes the dragging motion on the lock screen to open the camera so clean. I'm trying to do a similar thing with an app where you drag from the bottom up to reveal a menu, but i cant quite get it right. Anyone know how to, or of any tutorials that show how to do this? Thanks in advance!
To follow up what's been mentioned by Hejazi I believe you can achieve this in 3 steps:
create a background rectangle with some corner radius (this is a property of CGRect).
create a top view, corresponding to the part you want to be able to slide. Attach a pan gesture to this view so you will be able to handle the animation for this view.
for the text part being highlighted I think you need another two views: I will apply a mask corresponding to the text to a view so you get some transparency only for the letters of your text and animate a white round view behind it.