KineticJS - on click event - html5-animation

I am working on a small application working with KineticJS. I have a circle created and am fading it in upon page load... the problem I am running into is that when I click the main circle to "spawn" smaller circles around the main one, all of the circles disappear...
http://jsfiddle.net/T9RfA/1/
Anyone else run into this kind of issue?

Figured it out! It ended up being an issue with the way I was setting the opacity for the Layer that was holding the circles.
Updated Code here: http://jsfiddle.net/T9RfA/2/

Related

How can I create a hop up image effect with Swiper?

Currently, I'm browsing some pages and I found that there's a page where the design is very pleasing to me. So I'm trying to replicate it, but unfortunately that I can't figure it out due to my lack of CSS skills.
So here's how that page work:
Whenever the class is active, it'll hop up a bit (the page I'm looking at is using Swiper, too!)
But however, the Hop-up image will go out of the box of Swiper
And what I'm doing right now, there's a box just like that page, but the image or anything else if it's larger than the current box, it'll be cut. I can't make it go outside of the Swiper's box.
Here's how I'm currently doing it, I made a quick dataSample and then mapped it, get the current slide to have the active class, and then CSS it. Any help is appreciated, many thanks.
I've left comment on what I'm doing in the CSS at CodeSandbox.
Code: CodeSandbox - Trying to create Hop-up image using Swiper

Qt 3D Studio Animating only one element in a slide, while keeping other elements stay where they are

I am working on a project with Qt 3D Studio, I have a concern regarding animating single objects in slide, while rest of the objects are not effected.
To explain, let's consider three Slides "MoveCarRight", "MoveCarCenter" and "SignNoRight". (Please see attached picture to give you idea about my scene.)
"MoveCarRight" is used for moving car to right, "SignNoRight" is used for animating traffic sign on the Z axis so that it enters the scene.
I control those slides from QML side by entering:
presentation.goToSlide("Scene","MoveCarRight")
presentation.goToSlide("Scene","SignNoRight")
However, inevitably I can't control the objects seperately. When I go to slide "SignNoRight", I want the car to stay the same, if it was previously moved to center, it should stay at the center, if it was previously moved to right, it should stay right. Right now, when I enter "SignNoRight" it is always centered.
I would think there would be a simple solution to this, yet I couldn't find it. Any help is greately appreciated. Thanks in advance.
I have solved my problem with the introduction of data input controllers. See example: https://doc.qt.io/qt3dstudio/openglruntime/qtstudio3d-qmldatainput-qml-qmldatainput-main-qml.html

Look for front-end effect

Im looking for this effect in background http://prism.umbrella.al/agency/. I saw it on few sites. This with green line and dots. Can you tell me how its called or give a link?
It a canvas drawing,
using mouse move event to fetch coordinates of mouse and draw accordingly
you can see there page source to check the code

Unity3D: Strange 1 pix white line between tiles on my 2D game

My game have a tiled 2d map. This is a scene screenshot:
I found when I move the camera vertically, there are strange white lines randomly appeared between randomly tiles, See:
I don't know why....
PS: This is a pixel style 2d game, so my texture's filter mode is "Point".
PS: I uploaded this test scene at https://dl.dropbox.com/u/53858613/Web/Web.html , Hold the left mouse button , camera will move downwards, then you'll see white lines randomly.
Change your materials shader to something more suited for 2D. Such as sprite/default.
I made a quick test project and changing the shader from "diffuse" to "sprite/default" solved the issue.
What fixed it for me is setting the compression for my 2D spritesheet to point instead of bi-linear
I do not see this issue on my machine with your example project.
It seems just fine.
1) Make sure there is no white line in the actual image.
2) Make sure resolution options are not an issue.
3) I am not 100% sure but in the skybox the same happens with BLACK lines. Try and change the texture's texture mode to Clamp if possible. This might resolve the issue.
Hope this helps,
-Smileynator
According to this Tilemap tutorial by Brackeys, try turning off antialiasing under Edit>Project Settings>Quality>Anti Aliasing.

Dojo Graph Tooltip Arrow Appears Incorrectly

For some reason, the arrow on the tooltip for each graph point appears below the actual label(see image). I have tried doing everything to move it and can not figure out why this is happening. The tooltip is generated automatically by dojo's chart library. It appears fine in the demos.
Does anybody have an idea why?
EDIT:
I am using Dojo 1.7.2.
The code is question is
this.linePlotName is part of the object that the method below resides in.
var anim = new dojox.charting.action2d.Tooltip(newLineChart, this.linePlotName);
I had the same issue after I upgraded my Dojo from 1.6 to 1.7.2, but this issue was actually a bug and it is fixed now in 1.7.3: http://bugs.dojotoolkit.org/ticket/15016
Upgrade and it should be fine.
It's hard to say, without seeing what else is going on in your code. However, it's important to keep in mind that the tooltip's behavior is influenced by the widget/div/frame it's contained in. If there's not enough room to render the tooltip graphic on top of the plot line, it will be drawn under it. Try increasing the size of the container the chart is contained in, and try increasing the size of the chart itself, so there's plenty of room above the plot line for the tooltip to appear, or even try just scrolling up/down. It's best to rule out the easy fixes first. :) If that doesn't work, please comment, and we can go from there...

Resources