Pulsating graphic
Hi all
I am going to give my app a funky 'Stage Clear' scene after a level is completed.
I have a 'STAGE' graphic and a seperate '1' GRAPHIC
How do I get the '1' graphic to pulsate (Get slightly bigger then slightly smaller)
I can see the 'change size' attribute but that only seems to do one way and not stop
I have tried to do
Change size 100
timer - after 0.5 seconds
Change Size -100
this work for one go then after that the graphic keeps on growing until it fills the screen>
Any ideas?
Thanks guys
I am going to give my app a funky 'Stage Clear' scene after a level is completed.
I have a 'STAGE' graphic and a seperate '1' GRAPHIC
How do I get the '1' graphic to pulsate (Get slightly bigger then slightly smaller)
I can see the 'change size' attribute but that only seems to do one way and not stop
I have tried to do
Change size 100
timer - after 0.5 seconds
Change Size -100
this work for one go then after that the graphic keeps on growing until it fills the screen>
Any ideas?
Thanks guys
It takes a Zombie to know a Zombie!!!
Comments
http://gamesalad.com/forums/topic.php?id=25625
A quick tip for getting your height and width for the smaller and larger sizes kept in in ratio : make two temporary copies of your pulsating actor. Hold shift and reduce one of them by dragging inwards from one corner to the smaller size you're after, using the original as reference. Then using shift, enlarge the third one to the size required. Get the new measurements of these two temp. actors, to use in your Interpolate behaviors, then delete the 2 copies.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Sounds like a plan. I've set up the interpolate to change height and width by 20 pixels...what do I do to set it to shrink back?
It takes a Zombie to know a Zombie!!!
So
Interpolate height - larger - over 1 second -- for example
Interpolate width - larger - over 1 second
Timer: After 1 second
Interpolate height - smaller - over 1 second
Interpolate width - smaller - over 1 second
Timer: After 2 seconds
Interpolate height - larger - over 1 second
Interpolate width - larger - over 1 second
Timer: After 3 seconds
Interpolate height - smaller - over 1 second
Interpolate width - smaller - over 1 second
etc, depending how many times you want it to pulsate.
Hope that helps out.
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
That's superb..i'll implement that tomorrow.
Thanks for your help on this...been bugging me for a while now.
It takes a Zombie to know a Zombie!!!
is there a way to get this to loop?
It takes a Zombie to know a Zombie!!!
Integer attribute Pulser set to 0
--when you want the pulsing to begin, change attribute Pulser to 1
Rule
When scene.Pulser is 1
Interpolate self.size.Width to --smaller size
Duration 1 second
Interpolate self.size.Height to --smaller size
Duration 1 second
Timer After 1 second
Change Attribute Pulser to 2
This following Rule to be separate from above:
Rule
When scene.Pulser is 2
Timer After 0.2 seconds
Interpolate self.size.Width to --larger size
Duration 1 second
Interpolate self.size.Height to --larger size
Duration 1 second
Timer After 1.2 seconds
Change Attribute Pulser to 1
That will continue to pulse as you want. Obviously you'll change the timings and put sizes as you require.
When you want to stop the pulse, use a Change Attribute Pulser set to 0.
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
You were right, that method is exactly what I wanted and is constant, until the attribute is change which i can now control.
You da man!!!
Thanks so much
It takes a Zombie to know a Zombie!!!
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps