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// @author Simon Buckingham | |
// @date 27 September 2017 | |
// @description Uses a single imageView/view and just swaps image property according to a timer. Gives more control than using the usual imageView "images" property | |
// eg one can start at an arbitrary frame number (not implemented yet) and also better playback for Android. | |
// Copyright (c) 2017 Simon Buckingham. All Rights Reserved. | |
// Please see the LICENSE file included with this distribution for details. | |
module.exports = ManualAnimation; | |
//@_params Object - function parameters... |
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Alloy.Globals.animationFilenames = []; | |
function initAnimationFilenames() { | |
var filename; | |
for (var i = 1; i <= 118; i++) { | |
filename = '/images/animation/animation_' + padNumber(i, 3) + '.png'; | |
Alloy.Globals.animationFilenames.push(filename); | |
} | |
} |
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// Image Library | |
// @author Simon Buckingham | |
// @date 29th September, 2017 | |
// This uses a combination of techniques to: | |
// (i) create bitmaps from SVG vector files using the com.geraudbourdin.svgview native cross-platform module | |
// (ii) create a tinted image. | |
// Note: there is a weird effect that on iOS using Ti.UI.createMaskedImage it creates blobs that are vertically flipped and | |
// so we need to use a transform = Ti.UI.create2DMatrix().scale(1, -1) to flip the image back again. | |
// Copyright (c) 2017 Simon Buckingham. All Rights Reserved. | |
// Please see the LICENSE file included with this distribution for details. |