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iOS and MacOS / Spinner Loader

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bjadams
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Posted: 2nd Jun 2012 21:49
Any idea how to do an iOS Spinner Loader animation in native code (T2) in a simple and uncluttered way, whilst I am loading images in agk?

The code I found involved setting up many obj-c classes in different files.
MrValentine
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Playing: FFVII
Posted: 2nd Jun 2012 22:04 Edited at: 2nd Jun 2012 22:05
why not try the traditional method of an INC onto a wrapvalue 360 where the wrapvalue is tied to an image on screen and everytime an image is loaded INC the spinning object by XX value in STEPS if you need to... oh and remember to sync

EDIT

Typo in bold

bjadams
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Posted: 2nd Jun 2012 23:56
That would not produce the same fluid animation as a native iOS spinner. The native spinner also has fades, which would make a sprite animation harder to build.
MrValentine
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Playing: FFVII
Posted: 3rd Jun 2012 00:19
well, I do not know the mentioned loader as i do not own any apples... so hmm GL!

bjadams
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Posted: 3rd Jun 2012 00:29
it is something like this...

MrValentine
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Posted: 3rd Jun 2012 00:49
hmm... I think you just answered the question XD

RUCCUS
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Posted: 16th Aug 2012 01:02
That isn't a fading animation at all, it literally is just an image rotating. There are 12 "lines" going from the middle to the outside of that loading animation. Each line is 30 degrees from the last (360 / 12). The first line is black, and the next 11 lines are increasingly lighter (or more transparent) versions of the original. Rotating this drawing that I have described by 30 degrees every x amount of seconds will cause the lines to appear to be fading out, when really the lines are just shifting positions.

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