Raul Portales
Raul Portales
OTOH, checking if the view is null before calling postInvalidate should be safe. If the view is null it is not going to draw anything. Also, in that case, it...
Maybe that's the problem. Let me explain it: cancel is designed to abruptly end the animation and stop everything, getting ready for garbage collection. You are not supposed to reuse...
Thanks for letting me know. I've been meaning to ask you about that for a couple of days. I expect that crash to go away, or at least to decrease...
Good find! Thanks for reporting I'm reluctant to change it because that will make all the animations that are currently using the acceleration parameter work wrong. Probably for the next...
There are [methods for emitters based on X-Y coordinates]( https://github.com/plattysoft/Leonids#emit-based-on-xy-coordinates), but not for oneShot, although it should not be hard to add them. However, building a game using Views you...
There is one quick hack you can do, which is to have a 1 x 1 dip view with no background and use that one as the anchor for the...
Not out of the box I'm afraid. There is an AlphaModifer (to perform fade in and fade out) but not an AlphaInitializer, which is what you want. You can create...
That you can do using the constructor that receives a view Id, in that case the ParticleSystem is created as a child of that View, which means that a) It...
Thanks, that'd be great. Please do a pull request.
Thanks for the report. I recall that method was added from a pull request and it looked fine when I reviewed it, but it may have been broken as a...