10-23-2012 08:57 AM
Hi, I have png image sequences in my asset folder, and I would like to "play" it. Is it possible to do that?
Thanks
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10-23-2012 09:05 AM - edited 10-23-2012 09:07 AM
Maybe the relevant question should be, Is it possible to create an Animated sprite within a Cascades application?
10-23-2012 09:12 AM
10-23-2012 09:21 AM
Thanks for the reply peter9477,
Animated gifs would do, except I need to control the playback, and gif only supports 256 colors which is not good enough.
Now that you mention it, I am not doing a game, but some kind of "Entertainment App" sort of thing.
It strikes me, is it possible to use cascades along with cocos2d-x in my app??
It might be an "overkill" but I dont think that there's any alternative solution left.
10-23-2012 10:09 AM
You may be able to do something like that, using a ForeignWindowControl. This is outside my area of expertise but maybe someone else with more knowledge there can chime in.
10-23-2012 05:43 PM
Hi
How many frames per second you would like to be rendered ?
How smooth it should be ?
How many png images do you have in your assets folder ?
Are you planning to use more then one "animated sprite" ?
10-23-2012 11:34 PM
depending on the number of images, quality of images and delay between each image, you could probably get away with simply using a QTimer.
although i haven't tried that with cascades/bb10, i did that with older BBOS and almost never ran into performance issues ...
in a nutsheel, store an array of images....then configure your QTimer (ex. every 1 second) to display images from this array using a circular counter.
10-26-2012 12:58 AM
@igosoft, about 10 fps. Only one "sprite"
10-26-2012 12:59 AM
@lew, nice suggestion, if the old OS could handle this, it should be not a problem for OS 10. thanksss