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
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.