I've been prototyping some behaviour by using Keynote and I was wondering if it's possible to use Core Animation animations in a SpriteKit (OS X) app. I can't really find any info that suggests this is possible or not possible. Hopefully this is not a dumb question. If it is possible, what steps are necessary to set it up in a SpriteKit project to do something like an "anvil drop" animation on a sprite?
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I am currently attempting to create an interactive, informative poster, with regards to Anti-Aliasing techniques and effects. The application is written in Obj-C within Xcode, and makes use of OpenGL and Cocoa functionalities.
I am attempting to create a small animation to display the difficulties of drawing a diagonal line on a pixel grid, however am having real trouble getting my head around the animation aspect.
I am aiming for something with a similar look and feel to this:
I have currently drawn a grid using OpenGL primitives:
,
and would like the effect above to be replicated within my grid, however without the shading yet (that is the next part), so just plain black pixels coloured step by step along the line.
I am new to both OpenGL and Obj-C, so am unsure whether best to implement the animation within OpenGL, or using OSx Core Animation - neither of which I have used before.
The OpenGL drawing takes place within my MyOpenGLView class, with the drawing done in a drawAnObject method, which is then called within the drawRect method.
Any help would be much appreciated, thanks in advance!
EDIT: To make the question clearer, I'll quote what Chris said in the comment, the question is "How can I do on OS X what UIKit Dynamics does on iOS?"
I want to add gravity effect to my UI elements in my OS X app, and I wonder if there are some best practices?
If I were developing an iOS app, I would turn to dynamic features introduced to UIKit in iOS7, but I couldn't find anything like that in AppKit. I've even tried to use Sprite Kit in a AppKit based app for its physics simulation, but I couldn't find a way to remove the annoying grey background in SKView even when I've set background to SKColor.clearColor().
So, I wonder if adding gravity is really that hard? Is there any best practices? I've found some apps, like Pixelmator, integrated some cool gravity features, so I guess that's possible? Can anyone help me out of here? Big thanks!
A small discussion: with the release of OS X 10.10, Apple is abandoning skeuomorphism, so is it still a good idea in design to add physics simulation in your app? Like the rope effect in Pixelmator app?
I've created many types of interfaces using the Cocoa API — some of them using documented basic animation techniques and others simply by experimenting (such as placing an animated .gif inside an NSImage class) — which had somewhat catastrophic consequences. The question I have is what is the correct or the most effective way to create an animated and dynamic GUI so that it runs optimally and properly?
The closest example I can think of that would use a similar type of animation would be something one might see done in flash on any number of interactive websites or interfaces. I'm sure flash can be used in a Cocoa app, although if there is a way to achieve a similar result without re-inventing the wheel, or having to use 3rd party SDKs, I would love to get some input. Keep in mind I'm not just thinking of animation for games, iOS, etc. — I'm most interested in an animated GUI for Mac OS X, and making it 'flow' as one might interact in it.
If u wish to add many graphics animations, then go for OpenGLES based xcode project for iOS. That helps u to reduce performance problem. You can render each of the frames in gif as 2D texture.
I would recommend that you take a look at Core Animation. It is Apples framework for hardware accelerated animations for both OS X and iOS. It's built for making animated GUIs.
You can animate the property changes for things like position, opacity, color, transforms etc and also animate gradients with CAGradientLayer and animate non-rectagunal shapes using CAShapeLayer and a lot of other things.
A good resource to get you started is the Core Animation Programming Guide.
I'm working in Objective-C for a Mac cocoa application. It's a pretty simple question, but I can't find an answer. I just want to move a sprite across the screen, like in a Snake game. Do I need to use NSTimer or NSAnimation, and how would I use it?
Thanks
You could use Core Animation. It provides a unified way to move and animate visual elements on the screen.
If you plan to create a simple game, "Cocoa with Love" has a nice "Asteroid" example:
http://cocoawithlove.com/2009/02/asteroids-style-game-in-coreanimation.html
Another game-related Core Animation project is Apple's Geek Game Board:
http://developer.apple.com/library/mac/#samplecode/GeekGameBoard/Introduction/Intro.html
Well, actually it depends on how you imagined your application, there's a lot of way to make things move. If you do not need anything complex or particularly efficient you may just access and modify the NSView frame property. Otherwise you should consider use Core Animation or OpenGL.
Core Animation Programming Guide
OpenGL Programming Guide for MacOSX
I'm looking for a Cocoa UI widget for timeline/graph editing (Like the graph editor in After Effects, or the Timeline patch in Quartz Composer), and I haven't found anything similar.
Any suggestions? I was hoping to avoid reinventing the wheel on this one :)
Take a look at the CorePlot project, they say it's,
Core Plot is a plotting framework for Mac OS X and iOS. It provides 2D visualization of data, and is tightly integrated with Apple technologies like Core Animation, Core Data, and Cocoa Bindings.