Android :: Draw Scrollable Background For Droid Game?
Sep 12, 2009
I want to draw an image that on some levels may be larger than the screen as the background for a Android game. I want the user to be able to scroll the image using their finger on the touch screen.
Here is how I am drawing the background code...
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Aug 13, 2009
I'm trying to implement something very similar in my application, but looks like it's impossible to do this with standard components. I read several topics about such scrolling feature in the group, but all the topics ends with suggestion to write your own scroll view. I wonder did somebody implement such scroll view already? Or can somebody provide a brief how-to on this particular feature. I think any information on this would be very appreciated by many members of the group.
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Jun 9, 2012
I'm developing a game for android, and texture problem has been reported on Motorola Droid phones. (Missing/white background in the menu and during the game).
I've tried to fix this with changing the texture sizes to power of 2 (I used jpeg images as backgrounds, and they wasn't power of 2, however this worked fine on all my test devices).
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Aug 28, 2010
I would like to know what the best way would be to draw a background image (this would be pretty much static) and a foreground object which would move depending on user input in Android?
Sort of like a side-scroller game (when the foregroudn object needs to animate and change a lot more than the background).
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Mar 7, 2014
I did this, how can i color the background of it though?>
[HIGH]Bitmap canvasBitmap = Bitmap.createBitmap( width, height, Bitmap.Config.ARGB_8888); BitmapShader shader = new BitmapShader(canvasBitmap, TileMode.CLAMP, TileMode.CLAMP); Canvas canvas = new Canvas(canvasBitmap); Paint paint = new Paint(); //paint.setStyle(Paint.Style.FILL); paint.setStrokeWidth(3); paint.setColor(Color.parseColor("#52c1b1")); canvas.drawLine(0, 0 , width, 0 , paint); canvas.drawLine(0, 0 , width/2, width/2 , paint); canvas.drawLine(width, 0 , width/2, width/2 , paint); return canvasBitmap;[/HIGH]
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Feb 12, 2009
I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed. Game was horribly slow even on the real device. It is actually slower on the device than on the emulator... I think i am the first one to have such a situation.. I am drawing a max of 12 triangles only 2 for background and rest are 64 x 64 textures. on 5 quad made with 10 triangles. I have disabled Depth, Lighting already. Only blending enabled as I use transparent PNG for texture of sprites. render cycle is like this - draw the background - draw the sprites (only 5) [with 10 triangles only] - swapbuffer... Please don't advice me to use 2d canvas, bitmap etc... I need to do it in OpenGL only. don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64 textures (used by 5 quads...
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Nov 11, 2010
I'm currently developing an Android game where the user controls a plane and evades obstacles. I'm using simple draw commands into a Canvas.
I want to know what is the best way to move a background image to give a sense of speed to the game. Is there a way to make the background- image repeat endlessly or should I load the image twice and move them one behind the other one. Can anyone guide me on this one?
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Mar 8, 2010
I have written a very simple game with some simple animations, but I've noticed that when the phone checks email, or several other apps are running, the animations that update in my thread start behaving slowly or choppy. This is a problem as the game mechanic requires some careful timing of your screen touches based on the animations. So if it starts behaving erratically, the game doesn't really work well - and isn't much fun.
Is there a way to prevent this? Can my threads have a higher priority when they need to run?
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Sep 5, 2010
In my android application I use this method in "draw" Overlay class for draw route on map. Can someone tell me if this method is good (in terms of performance) for route draw on map or I must to put code in Thread ??
I'm new to android.
public synchronized void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (pointsAndTimes.isEmpty()) {
return;
}
Projection projection = mapView.getProjection();
Paint paint = new Paint();
paint.setARGB(250, 255, 0, 0);.............
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Aug 19, 2010
I seen an app that had a scrollable dock widget, that allowed you to put apps in it. I think you could put up to like 20 apps in it. does anyone know the one I am thinking of?
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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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Jul 8, 2010
I want to draw a picture (bmp,jpg,png) into the canvas (using the onDraw() method) of a class that extends the View class. I would like to be able to draw parts of the picture, not the whole at once.
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Sep 16, 2010
Can anybody tell me or send me some links if there is any..which tells how Google map draw on canvas in android. what is the logic behind that.
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Jan 24, 2010
I have two OverlayItem's on a MapView. How can I draw a route between the two geopoints?
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Jul 1, 2010
scrollable meaning by the user touch he can can go up and down in the layout given this is what i did and the emulator throw an exception null pointer somthing and i have problems figuring out from where it comes ....
CODE:.........
it works can some one explain to me what's wrong ?
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Apr 10, 2009
I have an image that takes up a lot more space than the android screen. I want the image to be presented full size and the user can move in any direction. Like a map.
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Jul 16, 2010
I have created a widget to display some long text. I want this text to have "marquee" effect . I've already set TextView propertie ellipsize="marquee" but it doesn't works . For example Stocks widget of HTC
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May 27, 2010
As far as I have read in the Internet and official documentation, it isn't possible to make a scrollable app widget. Also all my tries failed. I even tried to subclass TextView to implement my own scroll method, but nothing worked.Are there any ways to achieve that? there are solutions if you use for example htc sense or home desktop ++, but i want to make it available to other users which don't use this
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Oct 2, 2010
If anybody know the code for create scrollable menubar in app.. Insted of tab i want that scrollable menu.
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Aug 5, 2010
After I start the activity I am unable to scroll down to see other buttons and options in the xml defined below. Does anyone know how to make this scrollable?
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_height="wrap_content"
android:layout_width="fill_parent"
android:background="#000044"
android:isScrollContainer="true"
android:orientation="vertical">
<TextView
android:id="@+id/title"
android:text="@string/title"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ffffff"/>
<EditText
android:id="@+id/editTitle"
android:text=""
android:layout_width="fill_parent"
android:layout_height="wrap_content"/>
<TextView
android:id="@+id/description"
android:text="@string/description"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ffffff"/>
<EditText
android:id="@+id/editDescription"
android:text=""
android:layout_width="fill_parent"
android:layout_height="wrap_content"/>
<TextView
android:id="@+id/location"
android:text="@string/location"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ffffff"/>
<EditText
android:id="@+id/editLocation"
android:text=""
android:layout_width="fill_parent"
android:layout_height="wrap_content"/>
<TextView
android:id="@+id/startTime"
android:text="@string/startTime"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ffffff"/>
<DatePicker
android:id="@+id/DatePicker01"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<TimePicker
android:id="@+id/TimePicker01"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
<TextView
android:id="@+id/endTime"
android:text="@string/endTime"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#ffffff"/>
<DatePicker
android:id="@+id/DatePicker02"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<TimePicker
android:id="@+id/TimePicker02"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
<Button
android:id="@+id/buttonCreate"
android:text="Create"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
</LinearLayout>
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Feb 5, 2010
I am new to android ,and i have drawn a pie chart and when i see it vertically ,its ok,and when i change the view to horizontally i just get the first half of the chart and i want to scroll it down,how to do it.
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May 6, 2010
I'm trying to create a "scrollable" layout in Android. Even using developers.android.com, though, I feel a little bit lost at the moment. I'm somewhat new to Java, but not so much that I feel I should be having these issues--being new to Android is the bigger problem right now.The layout I'm trying to create should scroll in a sort of a "grid". I THINK what I'm looking for is the Gallery view, but I'm really lost as to how to implement it at the moment. I want it to "snap" to center the frame, like in the actual Gallery application.Essentially, if I had a photo gallery of 9 pictures, the idea is to scroll between them up/down AND side to side, in a 3x3 manner. Doesn't need to dynamically adjust, or anything like that, I just want a grid I can scroll through.I'm also not asking for anyone to give me explicit code for it--I'm trying to learn, more than anything. But pointing me in the right direction for helpful layout programming resources would be greatly appreciated, and confirming if it's a Gallery view I'm looking for would also be really helpful.EDIT: To clarify, the goal is to have ONE item on screen at a time. If you scroll between one item and the next, the previous one leaves the screen, and the new one snaps into place. So if it were a photo gallery, each spot on the grid would take up the entire screen size, approximately, and would be flung out of the viewable area when you slide across to the next photo, in either direction. (Photos are just an example for illustration purposes)
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Jul 3, 2010
I have the following layout for a dialog:<?xml version="1.0" encoding="utf-8"?><TableLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/categorylist"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:stretchColumns="0">
<TableRow>
<ListView
android:id="@+id/categorylistview"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:isScrollContainer="true"
android:scrollbars="vertical"
android:scrollbarStyle="insideOverlay"
/> </TableRow>
<TableRow>
<TextView
android:text="New Category"
</TextView>
</TableRow>
<TableRow>
<EditText
android:id="@+id/NewCategoryEditText"
</EditText>
</TableRow>
<TableRow>
<Button
android:id="@+id/newcategorybutton"
</TableRow>
</TableLayout> I would like the Listview to grow until the available space is used, then scroll as it coninues to grow. This works fine when the table row with the Listview is the last one in the TableLayout: However, having the Add button at the top of the list is not very intuitive. When I move the "fixed" table rows to the bottom, the ListView will push them off the screen once it grows to a point where it should scroll. The ListView will only then begin to scroll when there is nothing else left that can be pushed off the screen:How can I change my layout so that the table rows with the button and the EditText view remain visible?
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Nov 17, 2010
I have a registration form in a LinearLayout as shown below:When emulator screen is in it's default position it is working fine. But when I rotate the emulator screen it only displays the elements which are fit to screen and remaining are wrap up. As shown in below screen:Now I want to make this layout scrollable but not getting the idea.
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Oct 4, 2010
Current the Google map display US as default.
I want to display India as default on the map.
How can i do this?
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Apr 27, 2010
I cannot find any example of a widget showing a scrollable list of items (e.g. text) since the widget api says there is no listview, no scrollview etc.. at all, how to implement a scrollable list inside a widget?
For example a list like friends-stream from HTC shows or many other widgets around.... do i have to code my own list-implementation for a widget.
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Mar 17, 2010
I'm getting started with OpenGL ES on Android and I'd looking to learn some techniques to have a game map larger than the visible area.I'm assuming I've somehow got to ensure that the system isn't rendering the entire scene, including what's outside of the visible area.I'm just not sure how I'd go about designing this.This is for simple 2D top-down tile based rendering. No real 3D except what's inherent in OpenGL ES itself.Would anyone be able to get me started on the right path? Are there options that might scale nicely when I decide to start tilting my perspective and doing 3D?
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Dec 14, 2009
I know it's considered taboo to place a ListView inside a scrolling container, so is there any "proper" way to accomplish scrolling of a container that has a ListView child in it? An example layout would look something like:
Header
---
"Sub" header
---
ListView with list items
---
Footer
Header and Footer need to remain static on the screen, and the middle content (Subheader and ListView) should scroll between them. I can't have just the ListView scrollable, because the subheader takes up too much space. As it is currently, the Header comes from an <include />, the Subheader contains several views including an Image and some text, and the ListView (actually part of a ViewFlipper) would contain an indeterminate number of items. The Footer has a couple buttons/tabs that are used to control the ViewFlipper (only one of the views in the flipper is a ListView).
The only way I can think of to accomplish this efficiently would be to place the Subheader inside the ListView as the first item -- is there any better way?
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Nov 17, 2009
I am displaying text in a textview that appears to be too long to fit into one screen. I need to make my TextView scrollable. How can i do that? Here is the code
tv.setBackgroundResource(R.drawable.splash);
tv.setTypeface(face);
tv.setTextSize(18);
tv.setTextColor(R.color.BROWN);
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