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JPAnimation

JPAnimation
Product Code: jpanimation
Availability: In Stock
Built for: Magic tool to animate everything you want in your game. Easiest implementation ever.
Product Version: 5.0
Online Demo: http://www.julien-pierron.com/sample.php?sample=jpdemo&product=jpanimation
Forum Link: http://www.shivaengine.com/developer/forum/viewtopic.php?f=82&t=29258
Req. ShiVa Version: ShiVa 1.9.2 Engines
Plugin Platform Compatibility: iOS, Android, WinRT ARM/Phone 8, WinRT x86/_64, Windows Legacy, Mac OS X, Linux, Flash, Web Browser, Palm, Marmalade, BlackBerry, Windows Phone 7, Playstation 3, Playstation 4, Xbox 360, Xbox One, Wii
Price: $65.00
Seller information: Julien Pierron
Country: France, Metropolitan
Company: Julien Pierron
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JPAnimation pack is truly magical. It is a system that will allow you to create animations in your games using the easiest possible way, by using the functions of the ShiVa base API. Usually, when you use a ShiVa function, the effect is instantaneous. With JPAnimation, you can choose at any time to enter or exit the 'animation mode', a mode where all the functions that you use will be applied not instantly but gradually from the current value to the new value, over a defined duration. See for yourself how this works:

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object.setTranslation ( hObject, 0, 0, 0, object.kGlobalSpace )
JPAnimation.enterAnimationMode ( )
object.setTranslation ( hObject, 5, 0, 0, object.kGlobalSpace )
JPAnimation.leaveAnimationMode ( )
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The object is firstly placed at the origin of the scene. Then is declared an animation block (between enterAnimationMode and leaveAnimationMode). Everything in that block will be interpreted as functions that have to be animated. Here is defined a new position of the object (5,0,0). This will make the object moving from the position (0,0,0) to (5,0,0) over a duration of 1 second (which is the default animation duration).

You can also define an AIModel and a handler to be called when all of the animations defined in the block have ended. Thanks to JPAnimation, you can develop your game with a "event-driven programming" style, no need to create states or onEnterFrame anymore to animate things, JPAnimation does it for you.

The animation proposed by JPAnimation follows a linear curve. By installing the JPTweener pack, you can offer to JPAnimation all of the JPTweener transition curves. The combination of JPAnimation and JPTweener is very powerful, it allows you to make great animations in your game with very few lines of code. Try the sample to see what these packs are capable of. Here's how to use JPTweener with JPAnimation:

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JPAnimation.setAnimation ( "easeInSine" )
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JPAnimation works with most of the get/set function pairs of the ShiVa API, such as for objects (translation, rotation, scale, ...), for scenes (colors, shaders, ocean, fog distance, ...) and all of the other APIs. To know the list of the functions JPAnimation supports, please refer to the API page by clicking the corresponding button below. In case a function you need is missing, please contact me and I will be happy to complete the pack. In the meantime, you can reference the missing function into JPAnimation by yourself thanks to the great function: JPAnimation.addFunction

JPAnimation also offers to call any other function with a delay, by using JPAnimation.callFunction ( nParamCount, sApiDotFunction, vParam0, vParam1, ... ) like that:

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object.setTranslation ( hObject, 0, 0, 0, object.kGlobalSpace )
JPAnimation.enterAnimationMode ( )
object.setTranslation ( hObject, 5, 0, 0, object.kGlobalSpace )
JPAnimation.callFunction ( 2, "object.setVisible", hObject, false )
JPAnimation.leaveAnimationMode ( )
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As a result, the object will translate to its new position, and then will be hidden.

JPAnimation also provides a function JPAnimation.callFunctionWithDelay ( nDelay, nParamCount, sApiDotFunction, vParam0, vParam1, ... ). With this function, you will be able to delay the call of any function without having to declare an animation block:

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JPAnimation.callFunctionWithDelay ( 5, 2, "hud.setComponentVisible", hComponent, true )
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The HUD component will be visible in 5 seconds.

Requirements:
- ShiVa 1.9.2 or greater
- LUA project (not compatible with full c++ projects, compatible with LUA projects that use c++ plugins)

You can find an introduction to the packs and how to load them in your game here:
http://www.julien-pierron.com/shiva-store.php

API & Instructions
http://www.julien-pierron.com/product-api.php?product=jpanimation

Changelog
http://www.julien-pierron.com/product-changelog.php?product=jpanimation

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