Book Image

Android 3.0 Animations: Beginner's Guide

By : Alex Shaw
Book Image

Android 3.0 Animations: Beginner's Guide

By: Alex Shaw

Overview of this book

<p>An enjoyable, understandable, and eye-catching user interface is a key part of getting users to love your app. Users today expect a polished multimedia experience on their mobile device, and animation is a core part of that. The Android operating system is at the forefront of tablet and smartphone technology, and there is a plethora of opportunities for developing exciting applications with animation.</p> <p>Android 3.0 Animations Beginner’s Guide will introduce each of the most popular animation techniques to you. Using step-by-step instructions, you will learn how to create interactive dynamic forms, moving graphics, and 3D motion.</p> <p>You will be taken on a journey from simple stop motion animations and fades, through to moving input forms, then on to 3D motion and game graphics.</p> <p>In this book, you will create standalone animated graphics, three-dimensional lifts, fades, and spins. You will become adept at moving and transforming form data to bring boring old input forms and displays to life. Learn how game programmers create fast animations on the fly, and also build live wallpapers to liven up your users’ home-screens!</p> <p>If you are tired of writing lifeless interfaces and want to add some animated excitement, this is the book for you!</p>
Table of Contents (16 chapters)
Android 3.0 Animations
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action - making the stick man interactive


Our little man looks a bit lonely dancing by himself, doesn't he? Wouldn't it be nice if you could join in with the dancing? In this section, we will add buttons to the animation, to allow a user to change the dance moves that the stick man is doing.

In order to make the animation interactive, you're going to have to take the existing animation and split it up into its individual dance moves. There's a trick here: each dance move is exactly a second long. That means that the first 12 frames are the dance-left animation, the second 12 frames are the dance-right animation, and the final 12 define the jump animation.

We will make two new animations from the existing animation, one for dancing left and one for dancing right. The user interactions will be handled by changing which animation we are showing to the user.

Sounds simple? Let's go!

  1. 1. Open up the Funky Stick Man project you made in the first part of this chapter. Did you skip through...