Android 3.0 Animations: Beginner’s Guide

Bring your Android applications to life with stunning animations.

Android 3.0 Animations: Beginner’s Guide

Alex Shaw

Bring your Android applications to life with stunning animations.
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Book Details

ISBN 139781849515283
Paperback304 pages

Book Description

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.

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.

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.

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!

If you are tired of writing lifeless interfaces and want to add some animated excitement, this is the book for you!

Table of Contents

Chapter 1: Animation Techniques on Android
An animated application: counting calculator
Time for action - learning to count with the counting calculator
Frame animation
Time for action playing with the frames
Tweening
Time for action finding tweens
Animators new in Android 3.0!
Beyond views: high-speed animating in 2 dimensions
What do views do anyway?
Time for action - let's draw views
Animating awesome 3D
Making a better application
Summary
Chapter 2: Frame Animations
Making a frame animation
Time for action - the funky stick man
Making frame animations in Java
Time for action - making the stick man interactive
Time for action - programmatically defined animation
Animating a transition between frames
Time for action - make the transition
Summary
Chapter 3: Tweening and Using Animators
Greeting the tween
Time for action - making a tower of Hanoi puzzle
Assembling the building blocks of a tween
Time for action - composing a tween animation
Time for action - creating an everlasting tween
Time for action - laying out blocks
Receiving animation events
Time for action - receiving animation events
Interpolating animations
Time for action - changing the rhythm with interpolators
Finding out more
Summary
Chapter 4: Animating Properties and Tweening Pages
Note for developers using versions of Android before 3.0
Turning pages with a ViewFlipper
Time for action - making an interactive book
Creating tween animations in Java
Time for action - creating a tween in Java
Writing the SlideAndScale animation in Java
Time for action - animating the rolling ball
Animating values with ValueAnimator
Time for action - making a ball bounce
Time for action - improving our bouncing ball
Comparing animators and tweens
Summary
Chapter 5: Creating Classes for Tween Animation
Creating multi-variable Animators
Time for action - making an animated Orrery
Time for action - animating between objects
Time for action - defining fixed points with Keyframes
Time for action - adding a Description Pane
What just happened?
Declaring ObjectAnimator attributes
Pop quiz - Fragment animation and XML Animators
Have a go hero animating Fragments
Customizing the interpolator classes
Time for action - making a teleport interpolator
Summary
Chapter 6: Using 3D Visual Techniques
Understanding 3D graphics
Showing depth with 3D effects
Raising elements
Time for action - making a jigsaw with lifting pieces
Time for action - using shadows with our jigsaw
Time for action - changing the focus of the jigsaw
Creating 3D rotations
Time for action - spinning jigsaws
Summary
Chapter 7: 2D Graphics with Surfaces
Introducing game loops
Drawing a surface on the screen
Time for action - animating bubbles on a surface
Time for action - making more realistic bubbles
Time for action - creating smooth game loops
Summary
Chapter 8: Live Wallpapers
Creating a live wallpaper
Time for action - making our first live wallpaper
Adding interactivity to live wallpaper
Time for action - making soapy fingers
Using live wallpaper preferences
Time for action - configuring a live wallpaper
Time for action - updating live wallpaper configuration
Summary
Chapter 9: Practicing Good Practice and Style
Using focus and metaphor
Time for action - don't confuse me with animation!
Time for action - getting messages from houses
Reducing power usage
Time for action - measuring battery usage with PowerTutor
Time for action - identifying a problem
Time for action - tracing to find optimizations
Time for action - squashing gremlins that use too much power
Summary

What You Will Learn

  • Create animated graphics from a set of still images
  • Fade between graphical elements
  • Move, distort, and generally mess around with parts of your user interface
  • Create Dazzling 3D motion with a few simple principles
  • Strip back the Android user interface to create fast animated graphics on the fly
  • Experience striking results by changing your animation’s rhythm
  • Create a live wallpaper to bring motion to your home-screen
  • Design your animations to look great and work well on different Android devices

Authors

Table of Contents

Chapter 1: Animation Techniques on Android
An animated application: counting calculator
Time for action - learning to count with the counting calculator
Frame animation
Time for action playing with the frames
Tweening
Time for action finding tweens
Animators new in Android 3.0!
Beyond views: high-speed animating in 2 dimensions
What do views do anyway?
Time for action - let's draw views
Animating awesome 3D
Making a better application
Summary
Chapter 2: Frame Animations
Making a frame animation
Time for action - the funky stick man
Making frame animations in Java
Time for action - making the stick man interactive
Time for action - programmatically defined animation
Animating a transition between frames
Time for action - make the transition
Summary
Chapter 3: Tweening and Using Animators
Greeting the tween
Time for action - making a tower of Hanoi puzzle
Assembling the building blocks of a tween
Time for action - composing a tween animation
Time for action - creating an everlasting tween
Time for action - laying out blocks
Receiving animation events
Time for action - receiving animation events
Interpolating animations
Time for action - changing the rhythm with interpolators
Finding out more
Summary
Chapter 4: Animating Properties and Tweening Pages
Note for developers using versions of Android before 3.0
Turning pages with a ViewFlipper
Time for action - making an interactive book
Creating tween animations in Java
Time for action - creating a tween in Java
Writing the SlideAndScale animation in Java
Time for action - animating the rolling ball
Animating values with ValueAnimator
Time for action - making a ball bounce
Time for action - improving our bouncing ball
Comparing animators and tweens
Summary
Chapter 5: Creating Classes for Tween Animation
Creating multi-variable Animators
Time for action - making an animated Orrery
Time for action - animating between objects
Time for action - defining fixed points with Keyframes
Time for action - adding a Description Pane
What just happened?
Declaring ObjectAnimator attributes
Pop quiz - Fragment animation and XML Animators
Have a go hero animating Fragments
Customizing the interpolator classes
Time for action - making a teleport interpolator
Summary
Chapter 6: Using 3D Visual Techniques
Understanding 3D graphics
Showing depth with 3D effects
Raising elements
Time for action - making a jigsaw with lifting pieces
Time for action - using shadows with our jigsaw
Time for action - changing the focus of the jigsaw
Creating 3D rotations
Time for action - spinning jigsaws
Summary
Chapter 7: 2D Graphics with Surfaces
Introducing game loops
Drawing a surface on the screen
Time for action - animating bubbles on a surface
Time for action - making more realistic bubbles
Time for action - creating smooth game loops
Summary
Chapter 8: Live Wallpapers
Creating a live wallpaper
Time for action - making our first live wallpaper
Adding interactivity to live wallpaper
Time for action - making soapy fingers
Using live wallpaper preferences
Time for action - configuring a live wallpaper
Time for action - updating live wallpaper configuration
Summary
Chapter 9: Practicing Good Practice and Style
Using focus and metaphor
Time for action - don't confuse me with animation!
Time for action - getting messages from houses
Reducing power usage
Time for action - measuring battery usage with PowerTutor
Time for action - identifying a problem
Time for action - tracing to find optimizations
Time for action - squashing gremlins that use too much power
Summary

Book Details

ISBN 139781849515283
Paperback304 pages
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