I want to make a turning animation to show the vehicle turning in Junction. Also, I want to do it with c#(code behind) because my vehicles are dynamically added.
Solution tried:
I tried to use TranslateTransform and RotateTransform but I could only create sharp turn animation. I want to create a smooth turn animation.
Current Output:
Sample Code
//Code to add car
private void Click1_Click(object sender, RoutedEventArgs e)
{
var myCar = new Image()
{
Source = new BitmapImage(new Uri("ms-appx:///Assets/RedCar.png")),
Width = 140,
Height = 65,
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
RenderTransform = new TranslateTransform()
{
X = 0,
Y = actualHeight / 2 - 145
}
};
VehicleGrid.Children.Add(myCar);
}
//Code to create forward animation
private void MoreForward(UIElement element)
{
Storyboard storyboard = new Storyboard();
DoubleAnimation doubleAnimation = new DoubleAnimation()
{
Duration = new Duration(new TimeSpan(0, 0, 3)),
To = LeftRoad.ActualWidth - 140
};
Storyboard.SetTarget(doubleAnimation, element.RenderTransform);
Storyboard.SetTargetProperty(doubleAnimation, "X");
storyboard.Children.Add(doubleAnimation);
storyboard.Begin();
}
Full Code
You can see my full code in Github: TrafficManagementSystem
There's an interesting post that details how to create a layout path where your object can move along with.
But in a simple scenario like yours, you basically just want a curved motion like what's described in this Android's Material Design Guideline. Yeah... Android's, as we don't have native curved motion API support just yet (the Windows UI team did mention that they are looking to support this in the future though).
However, it's not too difficult to create your own curved motion. In fact, many have used this trick on the web already - apply the opposite speed of an easing on each axis. Also in your case, you will want the curve of the easing to be sharp in order to produce a nice turning animation.
For example, for a car coming from left to right and then doing a left turn, you can apply a QuinticEase with EaseIn mode on x-axis and one with EaseOut on y-axis. To turn the vehicle, just apply another rotation animation to it but with a short delay and lesser duration to ensure the turning only happens at the crossroad.
By slightly modifying my answer in this question, you can achieve what I described above with the following code
The AnimateTransform helper method
public static void AnimateTransform(this UIElement target, string propertyToAnimate, Orientation? orientation, double? from, double to, int duration = 3000, int startTime = 0, EasingFunctionBase easing = null)
{
if (easing == null)
{
easing = new ExponentialEase();
}
var transform = target.RenderTransform as CompositeTransform;
if (transform == null)
{
transform = new CompositeTransform();
target.RenderTransform = transform;
}
target.RenderTransformOrigin = new Point(0.5, 0.5);
var db = new DoubleAnimation
{
To = to,
From = from,
EasingFunction = easing,
Duration = TimeSpan.FromMilliseconds(duration)
};
Storyboard.SetTarget(db, target);
var axis = string.Empty;
if (orientation.HasValue)
{
axis = orientation.Value == Orientation.Horizontal ? "X" : "Y";
}
Storyboard.SetTargetProperty(db, $"(UIElement.RenderTransform).(CompositeTransform.{propertyToAnimate}{axis})");
var sb = new Storyboard
{
BeginTime = TimeSpan.FromMilliseconds(startTime)
};
sb.Children.Add(db);
sb.Begin();
}
Create the turning animations
MyCar.AnimateTransform("Translate", Orientation.Horizontal, null, -600, duration: 3000, easing: new QuinticEase
{
EasingMode = EasingMode.EaseIn
});
MyCar.AnimateTransform("Translate", Orientation.Vertical, null, -600, duration: 3000, easing: new QuinticEase
{
EasingMode = EasingMode.EaseOut
});
MyCar.AnimateTransform("Rotation", null, null, -90, duration: 2000, startTime: 500);
Result in motion
Alternatively, you can replace the traditional Storyboard animation with the new Composition API, which provides fully customizable easing functions (see below), but the idea is the same.
public static CubicBezierEasingFunction EaseOutExpo(this Compositor compositor) =>
compositor.CreateCubicBezierEasingFunction(new Vector2(0.14f, 1f), new Vector2(0.34f, 1f));
Hope this helps!
Related
hi i want to write a animation where car drivin on a road and waits untill train will pass and then goes again,but i cant find anything on the internet about it , i also want to cars drive in a "row" but now they driving through each other through.
Is it even possible ?
namespace Symulator_ruchu
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
Random r = new Random();
IEnumerable<PathFigure> colle;
DispatcherTimer dispatcherTimer = new DispatcherTimer();
DispatcherTimer train = new DispatcherTimer();
public MainWindow()
{
InitializeComponent();
dispatcherTimer.Tick += new EventHandler(dispTimer_tick);
dispatcherTimer.Interval = new TimeSpan(0,0,1);
dispatcherTimer.Start();
train.Tick += new EventHandler(train_tick);
train.Interval = new TimeSpan(0, 0, 10);
train.Start();
}
private void train_tick(object sender, EventArgs e)
{
Path car = new Path
{
Name = "AnimatedMatrixTrain",
Fill = Train.Fill,
Data = new RectangleGeometry
{
Rect = new Rect(0, 0, 55, 270)
},
LayoutTransform = new RotateTransform
{
Angle = 90
},
RenderTransform = new MatrixTransform
{
Matrix = new Matrix
{
OffsetX = 100,
OffsetY = 100
}
}
};
MatrixAnimationUsingPath maup = new MatrixAnimationUsingPath
{
Duration = TimeSpan.FromSeconds(r.Next(5, 10)),
DoesRotateWithTangent = true,
AutoReverse = false,
PathGeometry = new PathGeometry
{
Figures = PathFigureCollection.Parse("M 745,900 L 745,0")
}
};
Storyboard.SetTarget(maup, car);
Storyboard.SetTargetProperty(maup, new PropertyPath("(UIElement.RenderTransform).(MatrixTransform.Matrix)"));
Storyboard storyboard = new Storyboard();
storyboard.Children.Add(maup);
//Canvas.SetTop(car, r.Next(1, 500));
//Canvas.SetLeft(car, r.Next(1, 500));
storyboard.Begin(car);
Canv.Children.Add(car);
}
private void dispTimer_tick(object sender, EventArgs e)
{
Path car = new Path
{
Name = "AnimatedMatrixCar",
Fill = Car.Fill,
Data = new RectangleGeometry
{
Rect = new Rect(0,0,60,30)
},
LayoutTransform = new RotateTransform
{
Angle = 180
},
RenderTransform = new MatrixTransform
{
Matrix = new Matrix
{
OffsetX = 100,
OffsetY = 100
}
}
};
MatrixAnimationUsingPath maup = new MatrixAnimationUsingPath
{
Duration = TimeSpan.FromSeconds(r.Next(5,10)),
DoesRotateWithTangent = true,
AutoReverse = false,
PathGeometry = new PathGeometry
{
Figures = PathFigureCollection.Parse("m 10,286 h 800 c 130,10 190, 200 -105, 180 h -450 c -160,10 -200,250 -35,290 H 1200")
}
};
Storyboard.SetTarget(maup, car);
Storyboard.SetTargetProperty(maup, new PropertyPath("(UIElement.RenderTransform).(MatrixTransform.Matrix)"));
Storyboard storyboard = new Storyboard();
storyboard.Children.Add(maup);
//Canvas.SetTop(car, r.Next(1, 500));
//Canvas.SetLeft(car, r.Next(1, 500));
storyboard.Begin(car);
Canv.Children.Add(car);
}
}
Here is how wpf window look like:
enter image description here
I don't think you can use collision detection in an animation. You'd have to write your own code moved the car pixel by pixel. You could then use a distance calculation between some calculated edge point of your rectangle and anything else.
That's all possible but you'd be calculating angle of rotation yourself. Fair bit of fiddly work and it might not even be so smooth once you're finished.
I'd go with storyboard and animations.
Some trial and error will be necessary for this in order for the train to pass just after a car stops.
Use a storyboard and at least two matrix animations within that.
Each animation can have a begin time and duration. The first animation should have no begin time, you want that to start straight away.
You might want one of the easout easing functions so it slows down as it nears the crossing.
The second animation should have a begin time which makes it start up again after the train has passed. This time with an ease in easing function so it accelerates up to speed.
You will need to split your path geometry into two parts. Up to the crossing and then from the crossing to end of road. You could use inkscape or manually find where your crossing is using the points in the geometry.
You will apply this to your first car.
Off it goes.
Use async await to introduce a delay. Then repeat using your storyboard with the second car. It will of course do the same as the first one but start a bit later, giving a gap.
There is a bit of a complication though. Maybe you want your second car to stop behind the first.
That means you need two different geometries with the second ending earlier.
Not sure if you have your geometries.
I would use inkscape to draw the path. It's free. You could import your base picture, add a layer and draw a vectorin the new layer. That has line start and and nodes and curve handle nodes. You can drag the nodes and add more. There's a bit of a learning curve but it'll be fairly easy to do your neat line. Then select your line and save as xaml. You'll get a file with a path in it, and your geometry. Extra nodes for a second and third car stop position.
Are your cars looking ok with the matrix animation? I wrote a facing converter to rotate moving (infantry or cavalry) columns so they face the direction they are moving in.
This is the code for the animation:
private void Pass_GotFocus(object sender, RoutedEventArgs e)
{
DoubleAnimation doubleAnimation = new()
{
Duration = new(TimeSpan.FromMilliseconds(800)),
From = 0,
To = 200
};
ColorAnimation colorAnimation = new()
{
Duration = new(TimeSpan.FromMilliseconds(800)),
To = Color.FromRgb(135, 206, 250)
};
Storyboard sb = new() { Duration = new(TimeSpan.FromMilliseconds(800)) };
Storyboard.SetTarget(doubleAnimation, passwordbox_underline);
Storyboard.SetTargetProperty(doubleAnimation, new PropertyPath(Rectangle.WidthProperty));
Storyboard.SetTarget(colorAnimation, passwordbox_underline);
Storyboard.SetTargetProperty(colorAnimation, new PropertyPath("(0).(1)", Rectangle.FillProperty, SolidColorBrush.ColorProperty));
sb.Children.Add(doubleAnimation);
sb.Children.Add(colorAnimation);
sb.Begin(this);
}
So I have an animated rectangle. It goes from 0 with to 200 width for 1 second with the same speed. My question is how can i make it to start faster at the beginning and gradually slow it down until stop?
You can use an easing function to achieve this kind of behavior.
Easing functions allow you to apply custom mathematical formulas to your animations. For example, you may want an object to realistically bounce or behave as though it were on a spring. You could use Key-Frame or even From/To/By animations to approximate these effects but it would take a significant amount of work and the animation would be less accurate than using a mathematical formula.
For example, the exponential function (ease out) will slow down the animation towards the end.
DoubleAnimation doubleAnimation = new DoubleAnimation
{
Duration = TimeSpan.FromMilliseconds(800),
From = 0,
To = 200,
EasingFunction = new ExponentialEase { EasingMode = EasingMode.EaseOut, Exponent = 5}
};
Hello, if this question is not clear or needs any improving/additional information please tell me in the comments.
I'm creating an app and in the game the user of the app gets xp by playing and winning challenges. I am interested in creating a bouncing text animation, here is what I'm wanting:
I heard you can simulate this using BounceEase but I have not found enough information/resources in order to achieve this certain effect.
I hope the information I have given is satisifatory enough in order for you to try to find a solution to this, if not, please tell me.
You can use the BounceEasy function to animate the y translation. Check the following demo.
void BounceText(string text, int x, int y)
{
var tb = new TextBlock
{
Text = text,
RenderTransform = new TranslateTransform(x, y)
};
RootCanvas.Children.Add(tb);
//--x animation 1
var xAnim = new DoubleAnimation(x, x + 40, new Duration(TimeSpan.FromSeconds(.6)));
Storyboard.SetTarget(xAnim, tb);
Storyboard.SetTargetProperty(xAnim, new PropertyPath("RenderTransform.X"));
//--x animation 2
var xAnim2 = new DoubleAnimation(x + 40, x + 80, new Duration(TimeSpan.FromSeconds(.6)))
{
BeginTime = TimeSpan.FromSeconds(0.6)
};
Storyboard.SetTarget(xAnim2, tb);
Storyboard.SetTargetProperty(xAnim2, new PropertyPath("RenderTransform.X"));
//--y animation
var yAnim = new DoubleAnimation(y, y - 40, new Duration(TimeSpan.FromSeconds(.3)))
{
AutoReverse = true,
EasingFunction = new BounceEase { EasingMode = EasingMode.EaseIn, Bounces = 0 },
RepeatBehavior = new RepeatBehavior(2)
};
Storyboard.SetTarget(yAnim, tb);
Storyboard.SetTargetProperty(yAnim, new PropertyPath("RenderTransform.Y"));
var sb = new Storyboard();
sb.Children.Add(xAnim);
sb.Children.Add(yAnim);
sb.Children.Add(xAnim2); //--add this to animate 2 times
sb.Begin();
}
Then you can use it like:
BounceText("+2 XP", 80, 80);
You can show the items using a canvas, for example:
...
<Canvas x:Name="RootCanvas"/>
...
Why below code doesn't change ScaleY to 1?
var transform = new ScaleTransform { ScaleY = 0 };
var story = new Storyboard();
var animation = new DoubleAnimation {
Duration = new Duration(new TimeSpan(0)), To = 1 };
Storyboard.SetTarget(animation, transform);
Storyboard.SetTargetProperty(animation, new PropertyPath("ScaleY"));
story.Children.Add(animation);
story.Begin();
I use transform indirectly: it use for render some UIElements and kept in their DependencyProperty.
Does it perhaps work if you drop the Storyboard and just call BeginAnimation directly?
var transform = new ScaleTransform { ScaleY = 0 };
var animation = new DoubleAnimation { Duration = TimeSpan.Zero, To = 1 };
transform.BeginAnimation(ScaleTransform.ScalyYProperty, animation);
Note that this will only have any effect if the animation's FillBehavior has a value of HoldEnd. Otherwise the animated property will immediately revert back to its local value (which is 0 here). Fortunately HoldEnd is the default value for FillBehavior.
And of course the transform should be used somewhere.
I have the following method which works. I'd like to put it in a utility method that returns a Storyboard. Every attempt I have made at converting this to a Storyboard has failed, and I've spent a lot of time researching. I'm ready to give up unless someone comes to my rescue.
Here's the code I want to convert:
public override void Begin(FrameworkElement element, int duration)
{
var transform = new ScaleTransform();
element.LayoutTransform = transform;
var animation = new DoubleAnimation
{
From = 1,
To = 0,
Duration = TimeSpan.FromMilliseconds(duration),
FillBehavior = FillBehavior.Stop,
EasingFunction = new QuinticEase { EasingMode = EasingMode.EaseIn }
};
transform.BeginAnimation(ScaleTransform.ScaleXProperty, animation);
transform.BeginAnimation(ScaleTransform.ScaleYProperty, animation);
}
So, instead of the two BeginAnimation() calls, I want to return a Storyboard so all I have to do is call storyboard.Begin(). I know this shouldn't be that hard to do, but I'm just not getting it.
Thanks.
EDIT: In response to H.B's suggestions, I tried the following code, which still does not work:
private static Storyboard CreateAnimationStoryboard(FrameworkElement element, int duration)
{
var sb = new Storyboard();
var scale = new ScaleTransform(1, 1);
element.RenderTransform = scale;
element.RegisterName("scale", scale);
var animation = new DoubleAnimation
{
From = 1,
To = 0,
Duration = TimeSpan.FromMilliseconds(duration),
FillBehavior = FillBehavior.Stop,
EasingFunction = new QuinticEase { EasingMode = EasingMode.EaseIn }
};
sb.Children.Add(animation);
Storyboard.SetTarget(animation, scale);
Storyboard.SetTargetProperty(animation, new PropertyPath(ScaleTransform.ScaleXProperty));
return sb;
}
I know I only animated the X axis - just want to get something to work first.
You'll need two animations and then set the attached Storyboard properties to animated the right property on the right object using SetTargetProperty and SetTargetName.
Due to how storyboards work you also need to set a namescope (NameScope.SetNameScope), register the name of the transform, and call StoryBoard.Begin with the containing element overload.
e.g.
NameScope.SetNameScope(element, new NameScope());
var transform = new ScaleTransform();
var transformName = "transform";
element.RegisterName(transformName, transform);
element.RenderTransform = transform;
var xAnimation = new DoubleAnimation(2, TimeSpan.FromSeconds(1));
var yAnimation = xAnimation.Clone();
var storyboard = new Storyboard()
{
Children = { xAnimation, yAnimation }
};
Storyboard.SetTargetProperty(xAnimation, new PropertyPath("(ScaleTransform.ScaleX)"));
Storyboard.SetTargetProperty(yAnimation, new PropertyPath("(ScaleTransform.ScaleY)"));
Storyboard.SetTargetName(xAnimation, transformName);
Storyboard.SetTargetName(yAnimation, transformName);
storyboard.Begin(element);
I suggest using Expression Blend and start recording from there, it should create your storyboards in XAML. Rather than hard coding it with C# and trying to translate it 1 by 1 to storyboard thus it can be a prone error.