kandi X-RAY | renature Summary
kandi X-RAY | renature Summary
A physics-based animation library for React inspired by the natural world. renature is a physics-based animation library for React focused on modeling natural world forces like gravity, friction, and fluid dynamics, exposed as a set of React hooks.
Top functions reviewed by kandi - BETA
renature Key Features
renature Examples and Code Snippets
Trending Discussions on Animation
I am having a hard time figuring what's going on with my animation.
Viewmodel is composed of an ObservableCollection and every item contains a child ObservableCollection.
Parents collection is bound to a BindableLayout. The ItemTemplate of that layout contains a Listview to display child's elements.
ANSWERAnswered 2022-Mar-22 at 05:16
In your AnimatedGrid class, add an isAttached flag, and add the following lines to your OnPropertyChanged override:
I'm trying to get two views to move to the middle of the screen and bounce back again x number of times.
This code does that but it runs only once. ` val view = findViewById(R.id.imageView2)...
ANSWERAnswered 2022-Mar-01 at 15:51
android:repeatCount="infinite" in anim folder
I try to get a button that has this cool effect of the border radius changing when tapped (like in the Android 12 default calculator application) while also keeping the button's ripple effect.
What I thought would work was this:...
ANSWERAnswered 2022-Jan-15 at 03:45
Most of Compose controls have
interactionSource parameter for this purpose. Here's how you can use it:
I have an animated SVG where each
starts after its previous
. The first
starts on click or 0s.
I have a problem with stopping the animation (without JS, only in XML). I press click, the animation starts. Before the entire animation ends I press click and trigger a new animation. However the previous animation continues to run and it messes up all
s starting from 2.
I have tried different options (
begin with time offsets;
id.end), but I haven't found a solution. Maybe someone who is more experiences with SVG than me could help me?
Here is my SVG:...
ANSWERAnswered 2021-Dec-26 at 09:01
Instead of chaining animations off one another, have all the animations
begin="0s; 3005.click". Then they will all reset when you click.
You can use
keyTimes, to control when each of the animations starts. So you can still have your staggered starts.
So, straight to the problem:
I've created a custom UIViewControllerTransitioningDelegate that I use to animate a view from one view controller, to full-screen in another view controller. Im doing this by creating UIViewControllerAnimatedTransitioning-objects that animate the presented view's frame. And it works great! Except when I try to adjust the additionalSafeAreaInsets of the view controller owning the view during dismissal...
It looks like this property is not accounted for when I'm trying to animate the dismissal of the view controller and its view. It works fine during presentation.
The gif below shows how it looks. The red box is the safe area (plus some padding) of the presented view - which I'm trying to compensate for during animation, using the additionalSafeAreaInsets property of the view controller owning the view.
As the gif shows, the safe area is properly adjusted during presentation but not during dismissal.
So, what I want is: use additionalSafeAreaInsets to diminish the effect of the safe area during animation, by setting additionalSafeAreaInsets to the "inverted" values of the safe area. So that the effective safe area starts at 0 and "animates" to the expected value during presentation, and starts at expected value and "animates" to 0 during dismissal. (I'm quoting "animates", since its actually the view's frame that is animated. But UIKit/Auto Layout use these properties when calculating the frames)
Any thoughts on how to battle this issue is great welcome!
The code for the custom UIViewControllerTransitioningDelegate is provided below....
ANSWERAnswered 2021-Dec-19 at 18:12
After some debugging I managed to find a workaround to this problem.
In short, it looks like the safe area is not updated after
UIViewController.viewWillDisappear is called, and hence any changes to
.additionalSafeAreaInsets is ignored (since these insets modifies the safe area of the view controller's view).
My current workaround is somewhat hacky, but it gets the job done. Since
UIViewControllerTransitioningDelegate.animationController(forDismissed...) is called right before
UIViewControllerAnimatedTransitioning.animateTransition(using transitionContext...), I start the dismiss animation already in that method. That way the layout calculations for the animation get correct, and the correct safe area is set.
Below is the code for my custom
UIViewControllerTransitioningDelegate with the workaround. Note: I've removed the use of
.additionalSafeAreaInsets since its not necessary at all! And I've no idea why I thought I needed it in the first place...
I am trying to have an enemy attack the player and the enemy attacks through animation however the method I have to prevent the animation from starting when others are active are not working. The problem should be shown by this (might be low quality). As you can see the problem is that it is turning the bools on and off continuously. I don't know why this is happening because the way I have it should work. Is there a way to block them from doing this and run one at a time that works? Here is my code:
Edit: I forgot to say this but I am not getting any errors with my code...
ANSWERAnswered 2021-Dec-09 at 19:26
I think your main problem may be that you are calling the
AttackPlayer() function repeatedly. If this was the case (Edit: you updated the code and it looks like this IS the case), then it would call
MultAttack() repeatedly which would cause it to choose a new random attack animation to play every time (possibly every frame).
I also see some minor problems that may be contributing but it's hard to tell:
From your code:
I made the following
ANSWERAnswered 2021-Oct-05 at 10:17
Try using animation with joined value, like
Currently, using the latest version of Vue.js in my Laravel application. The expected result is when the user click on a button, it will show a certain div with the page content, and it will show a fade up animation. Specifically, what I want it to do, is when a button is clicked, the page will show and a fade-up animation will show every time I switch between pages.
I'll use the example below to simplify my problem. When the user clicks on the button with the
@click='productsPageBtn' it shows the animation. When I click on the dashboard (the default)
@click='dashboardPageBtn' it does not show the animation. But when I click back on the productsPageBtn is does work again and shows the animation again.
They both work in the same way, with a
v-if and a
:class when the button is clicked, it will add the animation class. The dashboard animation does show when it's loaded first on the page, but does not show the animation when I click from products to dashboard.
How am I able to fix this so that when I click on dashboard, it will also show the animation instead of just products?
Thank you in advance for any help.
ANSWERAnswered 2021-Sep-24 at 11:09
Try like following snippet, with v-show and removing class when not shown
:class="page == 'dashboard-page' ? 'content-fade-up-animation' : ''":
I am trying to animate a gaussian modulated wave pulse using matplotlib in Jupyter Lab, but I cannot get it to work. I want the pulse to move forwards in time, i.e move from the middle towards the right (in other words, show the pulse propagation).
I create the pulse itself by using scipy's "signal.gausspulse" function which creates a static image of the pulse. I then create a meshgrid and try to "map" the pulse onto it while looping it through the animate function that takes in frame number "i" as input and loops through the values that we want to animate.
Before I got the pulse moving in the animation, it was just static without any movement. I figured that it was because the entire array with y-values for the wave pulse was not changing with time, so I tried creating a loop for updating it. This helped, but it is very slow and makes the pulse move upwards twice, and then stops the motion completely.
I cannot figure this out and genuinely do not know what to do so any help would be greatly appreciated! :) I might be misusing some of the terminology so I apologise for that in advance - I tried commenting the code and explaining the steps that I go through so hopefully it helps a bit....
ANSWERAnswered 2021-Sep-05 at 11:07
You could define a fixed
x_fixed axis on which you plot the data. Then you compute a new axis,
x, which translates to the right at each iteration by subtracting
i/10 at each iteration. This value is arbitrary and it determinates the speed of the movement to the right. Then you compute the new signal over the translating axis, but you plot the signal with respect to the fixed axis.
It is important to clean the previous plot with
ax.cla() and set the grid and axes limits at each iteration.
No need for a meshgrid or a for loop.
This might be a strange question. We get the animation for free in a UIStackView when we show or hide a view inside it. But this behaviour is conflicting with another animation that I have. So is there a way to disable the default animations for UIStackView?
I want it to just show or hide the child view without any animation. How do I achieve this with swift?
So if I do a
view2.isHidden = true, the StackView will hide the View2 with a collapse animation by default. I want it to just force hide without the animation
ANSWERAnswered 2021-Aug-27 at 17:22
Without any additional information, I'm going to guess you're doing something along these lines:
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