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Uhm.. I think this might work, if I understand what you're trying to do:
Set up a page counter and give it a name.
On the pattern they tap to choose, have the following action set:
Interaction: Tap
Behavior: CounterSet
Target: The countername
Counter value: the number for the pattern that should be revealed (lets say 1 for blue pattern)
On the objects they tap to fill with the pattern they chose, have the following action set:
Interaction: Tap
Behavior: Show
Target: The hidden layer that should be shown (in this example hidden blue pattern matching the place they tap)
Condition: Page counter is value
Element: The countername
Value: the number that matches the one you set before
It worked for me with two different hidden objects and two different counterset numbers, so give it a try :)
Set up a page counter and give it a name.
On the pattern they tap to choose, have the following action set:
Interaction: Tap
Behavior: CounterSet
Target: The countername
Counter value: the number for the pattern that should be revealed (lets say 1 for blue pattern)
On the objects they tap to fill with the pattern they chose, have the following action set:
Interaction: Tap
Behavior: Show
Target: The hidden layer that should be shown (in this example hidden blue pattern matching the place they tap)
Condition: Page counter is value
Element: The countername
Value: the number that matches the one you set before
It worked for me with two different hidden objects and two different counterset numbers, so give it a try :)
I'm trying to figure out how to do this, and figured I'd start with 2 sets, since that should be enough to establish a workflow.
So I have 2 pairs. A tree and a cloud, and matching words.
To test the basics, I made words visible at page load, and to hide both image and text when tapped. It worked on both.
Then I made a timer and a button to start the timer with.
That works too.
To combine, I now tried to hide the words at pageload, and only to show when the timer starts up. And only one words shows up! What gives?
I have copied the text field and changed the name in properties, and changed the text, and only the copy shows up at party time. *sobs*
Props and action sets look like this:
Think it's time for bed. Perhaps my brain will see it more clearly tomorrow :P
So I have 2 pairs. A tree and a cloud, and matching words.
To test the basics, I made words visible at page load, and to hide both image and text when tapped. It worked on both.
Then I made a timer and a button to start the timer with.
That works too.
To combine, I now tried to hide the words at pageload, and only to show when the timer starts up. And only one words shows up! What gives?
I have copied the text field and changed the name in properties, and changed the text, and only the copy shows up at party time. *sobs*
Props and action sets look like this:
Think it's time for bed. Perhaps my brain will see it more clearly tomorrow :P
Alright.. tried it, and (as you may have feared), I couldn't make it work.
The counter does not reset. I have tried on the counter itself too, but that didn't work either. Should it be on both?
Here are my action sets:
The counter does not reset. I have tried on the counter itself too, but that didn't work either. Should it be on both?
Here are my action sets:
Perhaps you could use this sample app, to see how it works. Sounds like much of the same functionality: http://feedback.interactbuilder.com/topic/360719-scrollable-background/#comment_367107
I'll try that. Thanks :)
So I can make an action set like this?
Interaction: none
Behavior: reset counter (or something like that)
Target: my countername
Condition: Page counter is 2
Interaction: none
Behavior: reset counter (or something like that)
Target: my countername
Condition: Page counter is 2
Oh, cool. That could be a solution. I'll give it a try :)
But check my last comment, to see how this would not solve my problem with the match game ;)
I like to keep your creative thinking sharp and on the edge, don't you think?
But check my last comment, to see how this would not solve my problem with the match game ;)
I like to keep your creative thinking sharp and on the edge, don't you think?
Okay, that would work, I think.
In fact, I would like to use the non-existing functionality for the memory game too. I'm not a fan of the fade in/out thing. It works, but it's not practical and not so pretty.
I have tried to just unmask when a card is clicked, and let it stay that way, until the next card is tapped. If they don't match, I want them to mask right away when a third card is clicked. If it's a match, they'll go to a stack in the corner with the move animation.
I was trying to use the counter, to make it work like I imagined, but no luck so far. I can unmask and count that I've tapped x amount of cards. I can also re-mask when the counter hits two, and animate them to a stack in the corner if there's a match.. But when I tried to figure out how to reset the counter after the re-masking or match, I was lost.
If there was a way to tell that maximum two cards from the group could be shown at the time, then I could do it like I wanted to.
In fact, I would like to use the non-existing functionality for the memory game too. I'm not a fan of the fade in/out thing. It works, but it's not practical and not so pretty.
I have tried to just unmask when a card is clicked, and let it stay that way, until the next card is tapped. If they don't match, I want them to mask right away when a third card is clicked. If it's a match, they'll go to a stack in the corner with the move animation.
I was trying to use the counter, to make it work like I imagined, but no luck so far. I can unmask and count that I've tapped x amount of cards. I can also re-mask when the counter hits two, and animate them to a stack in the corner if there's a match.. But when I tried to figure out how to reset the counter after the re-masking or match, I was lost.
If there was a way to tell that maximum two cards from the group could be shown at the time, then I could do it like I wanted to.
If we take the 490 outside the screen and 10 on screen, how will the page know when the game is over?
Customer support service by UserEcho
I read all the documentation yesterday, and couldn't remember anything about that, so I searched the documentation site, but it came up empty.
Is it a new feature, or just hidden well?
(I couldn't reply to the comment directly like I wanted to, because the little hover menu with the links to edit/reply doesn't work on iPad.)