Android :: Android 2d Canvas Game: FPS Jitter
Jul 22, 2010
I based my game off of the lunar lander demo, although heavily modified, and I can get around 40-50fps but the problem is it fluctuates between 40-50fps so much that it causes the moving graphics to jitter! Its very annoying and makes my game look really shitty when in fact its running at a good frame rate.
I tried setting the thread priority higher but that just made it worse... now it will fluctuate between 40-60fps...
I was thinking of limiting the FPS to about 30 so that it will be constant. Is this a good idea and does anyone else have experience or a different solution?
This is my run loop
CODE:................
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Jul 22, 2010
I based my game off of the lunar lander demo, although heavily modified, and I can get around 40-50fps but the problem is it fluctuates between 40-50fps so much that it causes the moving graphics to jitter! Its very annoying and makes my game look really shitty when in fact its running at a good frame rate.
I tried setting the thread priority higher but that just made it worse... now it will fluctuate between 40-60fps...
I was thinking of limiting the FPS to about 30 so that it will be constant. Is this a good idea and does anyone else have experience or a different solution?
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Oct 10, 2009
I am developing a chess game, what view should I use for the chessboard, Canvas or SurfaceView? I want to implement some animations like moving a piece, fading the chessboard or maybe rotating the chessboard.
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Jun 18, 2009
My game runs fairly well on my phone, but i want to increase the performance by using opengl. However currently i use the Canvas. I am a beginner in opengl. I have to port all my drawing code to opengl. However can somebody give me directions. For example how do i do the following in opengl:
c.save();c.scale(0.3f+scale, 0.3f+scale, width/2, height/2) c.drawBitmap( bMsg.bitmap, width/2 - bMsg.bitmap.getWidth()/2,dy+height/2 - bMsg.bitmap.getHeight()/2, MESSAGE_PAINT);c.restore();
And why cant i just use Canvas as an abstraction layer (facade) for opengl. An implementation of canvas could call the correct opengl methods in order to render. Why do i have to port all my code. I thought the canvas was a good abstraction interface to a drawing surface, why do i have to bother with opengl? It looks like this is possible, when is see the following contructor: "public Canvas (GL gl)" Also the this seems usefull. SURFACE_TYPE_GPU Surface type: creates a surface suited to be used with the GPU So what should i do? Re implementing the GamePainter completely and call opengl functions directly? Or is there some kind of abstraction mechanism, so that i can use OpenGL with just a few lines of code?
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Jul 7, 2010
My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..
How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:
CODE:.........
So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..
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Jun 14, 2010
I am streaming an rtsp video to Android. How could I calculate network metrics like packet loss, jitter or delay?
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Jul 29, 2010
I thought I had this figured out when I took Weather and Toggle off the phone, but now I'm still having trouble with some stutter and skip with the music players I've tried. I've been using Mixzing recently and I've upped the buffer as high as it can go and still some skipping.
Anyone else having this problem/find a solution/have an idea what's causing it. I use the phone more for music than I do as a phone and this is really bugging me. Never had this problem with my *ahem* iPhone.
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Jul 21, 2010
I was having a bunch of trouble when listening to the music player where every so often the thing would stutter while in playback. I was getting pissed and thinking I was going to have to take the Captivate back, but tonight as I was fooling around with launcher pro and listening to tunes i noticed that the hiccup came every time the clock widget changed minutes (Weather and Toggle). I deleted the widget and low and behold, stuttering gone.
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May 22, 2010
I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not.i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below.if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins.The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point.Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns.Is there any pattern to store such static information, in a elegant way?
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Nov 12, 2010
I have a puzzle game with a 7x7 grid of graphics, and a timer, its just about ready to go. But I am stuck on how to go about saving/continuing game. For example when someone exits I want them to be able to save and exit, then come back and click continue to pick up where they left off with all of the graphics in the right place, timer and score. I looked at onSaveInstanceState android examples, but not sure if this is what I need or how to implement it in my case.
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Apr 4, 2009
I'm trying to make an app that requires me to draw over a layout with buttons, etc. I want to build a transparent canvas over the current layout and draw onto that canvas. How is this done?
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Oct 28, 2010
I'm making an App that needs to be able to draw new graphics on top of the last set.
This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}
Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.
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Oct 4, 2010
I want to copy the image drawn in one canvas (details) into another canvas. The commonly discussed solution of using bitmaps will not work because the Bitmap class does not have many of the important methods belonging to the Canvas class.
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Jun 13, 2010
I'm working on an OpenGL ES game using the NDK. My min SDK version is 1.6. I have created an OpenGL Es 1.0 renderer in Java and am calling a native JNI method in that renderloop.
The problem I'm having is that it seems that the resolution of the rendering context is limited. When using the emulator I'm getting a rendering canvas of 480x320, which is fine. Now; when I use my HTC Desire I am only getting a canvas of 533x320 while the native resolution of this phone is 800x480px.
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Aug 26, 2009
I have a View and that has a canvas. I am rotating the canvas, for rotating a bitmap. But after that, I need to draw one more bitmap on the Canvas and, this should not rotate. The second bitmap has to be static.
I tried with matrix rotation for bitmap. But its not rotating in the specified co-ordinates.
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Apr 16, 2010
I have a view, I'm drawing with the Canvas object in the onDraw(Canvas canvas) method.
My code is:
CODE:....................
The problem is the text doesn't show through the background, what am I doing wrong? If I remove the canvas.drawPaint(paint) and paint.setColor(android.R.color.black) you can see the text on the screen.....
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Mar 25, 2013
How I can show keyboar to write like text on canvas by soft keyboad?
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Sep 22, 2009
I am doing a painting program (KIds Paint - you can find in Android Market) and I have a lot of requests to save the content on disk or to wallpaper. I have been searching around but cannot find solution. My guess is that I probably wanted to get the bitmap from the canvas, but I can't find ways to get it. Then I try to set an empty bitmap into the canvas and draw on the canvas, and save the bitmap... but I got an empty bitmap..........
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Sep 5, 2009
Is it possible to convert a Canvas to Drawable?I may be really off in my solution, so if you have a better suggestion, please do tell me. This is what I'm trying to do.I'm trying to create a custom RadioButton. to set different states of the radio button, I need to use this parameter and one of the parameter to addState is Drawable. I know I can easily provide an image file and use it as a Drawable, but I want to do some image manipulation to the image before using it.There is a tutorial in ApiDemo called AlphaBitmap. It uses the onDraw method of a View to change a PNG file to full red and draw something with a gradient. So I customized it to shade an icon with gradient. So the problem now is that this is a View, and the View works perfectly fine if I add this View to the main view. But i want to convert this View to Drawable so I can use it as one of the parameter in addState. What I really want to achieve is to have different colour shades for different state of the RadioButton without providing different images to do so.
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Sep 14, 2010
I have a Main_Overlay class that extends Overlay. I added This overlay to the mapview and override the Draw method as of below:....................
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Oct 28, 2010
i'm trying to develop a simple pie chart class for android. For now, it can take a map of labels and values and draw the pie chart. I'm yet to add the legends for the pie, which is where i need to place the texts near small rectangles on the screen corner. Any help appreciated, since i'm new to Android dev.
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Sep 2, 2010
I have a question that I wanted to put button and circle on the same canvas. How can I do this? Please give reply as soon as possible.
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Sep 7, 2010
My requirement is to draw a line on canvas for every second. I am able to draw the line but its clearing the previously drawn lines when I call myview.invalidate(). Now my question is how to draw a new line retaining all the previously drawn line on the same canvas.
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Jul 6, 2010
I have following example code:
Character c = CharacterFactory.getCharacter(CharacterEnum.SpecialCharacter); //factory has applicationContext reference to get bitmaps from R. ... Paint bitmapPaint = new Paint(); ... View::onDraw(Canvas canvas) ... canvas.drawBitmap(c.bitmap(), 0, 0, bitmapPaint);
For some reason (must be something simple) I do not see the bitmaps at the 0,0 of the canvas. Inspecting the bitmap and etc does not show anything obvious (nulls), I must have missed something. Is there something I should be paying particular attention to while drawing bitmaps?
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Sep 3, 2010
I'm trying to draw out a race track in a map overlay. I have a series of locations that define the track. I have the drawing working fine just using canvas.drawLine() from one point to the next. But, understandably, this looks kind of choppy. Is there a decent way to smooth the line out?
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Aug 18, 2010
I am using the above code for displaying bitmap.and i also move that bitmap.Now my qusetion is how i am compare bitmap with another bitmap. Please give me some suggestions.
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Dec 20, 2009
I have downloaded and run the SpriteMethodTest on my Droid but compiled to 1.6 Android. I am getting the very strange behavior that drawing bitmaps to *canvas* is faster than using OpenGL. At 100 sprites, I am getting about 64 fps for Canvas. For OpenGL, its around 34 fps.
I also ran the same test on the 1.6 emulator. 100 sprites came in at 30 fps for canvas, just 6 for OpenGL!
I was so astonished that I actually checked that the radio buttons were running the right tests.
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Mar 10, 2010
I have 3 images that I want to add one after other on a canvas.
This is my code...
but this is not working.
Can someone please tell me what I am doing wrong here.
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May 26, 2009
I want to load an icon from resource and draw over it. But I cannot get it into a canvas. Can anyone please help me with the code below. If I uncomment c.drawColor(), I get blue color as expected. So the problem is on icon.draw(). code...
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Sep 28, 2010
I want to load e.g. LinearLayout with some Buttons from XML and draw it on Canvas in a way that the Views behave normally (I can set onClick actions for the Buttons and when I press a Button, it changes it's background drawable). Can I do this?
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