Animate sprites using drawableAnmiation - android

I have a design question so I don't start off on the wrong way. I am planning to have a sprite where it animates moving and I want to move this sprite around (changing position once every second).
I noticed that some tutorial talk about having a game loop,, onDraw on Canvas, bitmap ..etc
However, I am thinking of using drawableAnimation where I specify the set of images to load in xml and call start on it. Then I can just draw at the position required every second ( no loop, it is more like listener that gets called every sec from different process).
Do you forsee an issue? Any problem with above method
Thank you

Drawable Animation requires a fixed frame animation. Think of it like a flip book. The drawable would have to be the entire size of your canvas and your sprite would have to be prerendered on top of some transparent background to achieve your affect. It also would require a large amount of texture memory depending on the size and number of frames.
The "game loop" as you stated is sort of what Android already provides in a way. Inside of the standard canvas setup you have your "main Thread". So with an entity like a Handler you could tick frames if you like.
i.e.
Handler handler;
public void onCreate(Bundle bundle) {
super.onCreate(bundle);
handler = new Handler();
handler.post(new Runnable() {
public void run() {
boolean isLastFrame = drawFrame();
if (!isLastFrame) {
handler.postDelayed(this, ONE_SECOND_MILLIS);
}
}
});
This is not the greatest really either.
You could also encapsulate your sprite inside a View or own custom Drawable and inside your onDraw() method, you would update your canvas.
public void onDraw(Canvas canvas) {
// clear canvas
mPaint.setColor(Color.WHITE);
canvas.drawPaint(mPaint);
// Draw current
mPaint.setColor(Color.BLACK);
canvas.drawRect(rect, mPaint);
}
public void moveSprite() {
rect.offset(3, 3);
invalidate();
}
You could also, if using a View, use an ObjectAnimator to translate the View from position (x1, y1) to (x2, y2).
public void moveTo() {
if (!moveNeeded) {
return;
}
View view = getMyView();
view.animate().x(1).y(1).setListener(new Animator.AnimatorListener() {
public void onAnimationCancel(Animator a) { }
public void onAnimationStart(Animator a) {
}
public void onAnimationEnd(Animator a) {
moveTo();
}
public void onAnimationRepeat(Animator a) {
}
});
}

Related

Can you draw multiple Bitmaps on a single View Method?

currently I am trying to make an animation where some fish move around. I have successfully add one fish and made it animate using canvas and Bitmap. But currently I am trying to add a background that I made in Photoshop and whenever I add it in as a bitmap and draw it to the canvas no background shows up and the fish starts to lag across the screen. I was wondering if I needed to make a new View class and draw on a different canvas or if I could use the same one? Thank you for the help!
Here is the code in case you guys are interested:
public class Fish extends View {
Bitmap bitmap;
float x, y;
public Fish(Context context) {
super(context);
bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.fish1);
x = 0;
y = 0;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(bitmap, x, y, null);
if (x < canvas.getWidth())
{
x += 7;
}else{
x = 0;
}
invalidate();
}
}
You can draw as many bitmaps as you like. Each will overlay the prior. Thus, draw your background first, then draw your other images. Be sure that in your main images, you use transparent pixels where you want the background to show through.
In your code, don't call Invalidate() - that's what causes Android to call onDraw() and should only be called from somewhere else when some data has changed and needs to be redrawn.
You can do something like this, where theView is the view containing your animation:
In your activity, put this code in onCreate()
myAnimation();
Then
private void myAnimation()
{
int millis = 50; // milliseconds between displaying frames
theView.postDelayed (new Runnable ()
{
#Override public void run()
{
theView.invalidate();
myAnimation(); // you can add a conditional here to stop the animation
}
}, millis);
}

Android moving a shape faster on Canvas

I have a class which is extended from ImageView (lets call it 'surface'). On onDraw method, a little dot is drawing on canvas. When I click a button I try to move this dot to another location. You can consider like manual version of translate animation. It works but now I try to figured out speed of this moving. I mean I want dot moving faster.
Relevant part of surface :
private float actual_x=100,actual_y=100; // Dot is drawn on 100,100 at beginning
private float increase_x,increase_y;
private boolean isMovingResume=false;
private int moving_counter;
public void changeLocation(float x,float y){
isMovingResume=true;
moving_counter=0;
increase_x=(x-actual_x)/50;
increase_y=(y-actual_y)/50;
invalidate(); // This trigger onDraw method
}
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(actual_x,actual_y,15,fill_paint);
if(isMovingResume){
actual_x=actual_x+increase_x;
actual_y=actual_y+increase_y;
if(moving_counter==49){ // Moving will end after 50 redraw
isMovingResume=false;
}
else{
moving_counter++;
}
invalidate(); //redraw
}
}
And my button click :
button.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
surface.changeLocation(200,200);
}
});
Like I said, it works but I want it more faster. For example, in this case moving time is 2 second, How can I make it 0,5 second ?
Thanks for all replies.
You need to switch to surfaceview or even faster textureview, both use a canvas as well, and have better performance. Textureview especially as it is hardware accelerated and I also feel it behaves better than surfaceview. That or even consider going to GLSurfaceView.
You can see some example code of surfaceview and textureview: Here

Android: Is there any way to get the latest position of View after TranslateAnimation?

I know multiple ways to get location values of a View.
getLocationOnScreen()
getLocationInWindow()
getLeft()
However, none of them actually returns the current location of the View I moved by startAnimation() method, but only the original location.
So, now let's make a View that moves to the right by 10 pixels on each Click (I'm omitting the layout, since you can just place whatever view in your main XML and give it onClickListener).
public class AndroidTestActivity extends Activity implements OnClickListener {
LinearLayout testView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
testView = (LinearLayout) this.findViewById(R.id.test);
testView.setOnClickListener(this);
}
public void onClick(View v) {
int[] pLoS = new int[2];
testView.getLocationOnScreen(pLoS);
TranslateAnimation move = new TranslateAnimation(pLoS[0], pLoS[0] + 10, 0f, 0f);
move.setFillAfter(true);
move.setFillEnabled(true);
testView.startAnimation(move);
}
}
As you see, this doesn't work as I intended, since getLocationOnScreen() always returns the same value (in my case, 0), and doen't reflect the value I used in TranslateAnimation...
Any idea?
Assuming you're using Android < 3.0 then your question may be in a similar vein to mine I asked here. Basically Animations are separate from the View itself i.e. Android animates a copy of your View. That is why getLocationOnScreen() always returns 0. It's not the view that has moved (animated) it was the copy that moved (animated). If you see the answers to my question this issue has been addressed in later versions of Android.
Well, if you are trying to see how many pixels the view has shifted during/after its animation, then you can open up the Transformation object on the animation.
Here's an example using the AnimationListener:
animation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
Transformation trans = new Transformation();
// startTime + duration = end of animation
int endTime = animation.getStartTime()+animation.getDuration();
animation.getTransformation(endTime, trans);
Matrix transformationMatrix = trans.getMatrix();
float[] matrixVals = new float[9];
transformationMatrix.getValues(matrixVals);
float xTraveled = matrixVals[2];
float yTraveled = matrixVals[5];
// do something with them here...
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
I may not be exactly correct in the array indices for these, definitely use Matrix.toString() and look at the values yourself. xTraveled and yTraveled will give you the amount of distance traveled by the TranslateAnimation at the indicated time (in this case, at the end of the animation).
animations on android gingerbread and below do not really change the view in any way , only change the way it is shown.
the only way to get the new position is by calculating it.

invalidate() on custom View does not cause onDraw(Canvas c) to be called

For my activity i use 3 custom views stacked.
the lower one is a SurfaceView fullscreen, the middle one is derived from GridView and overrides onDraw to add custom graphic.
The top one is derived directly from View, sits in a corner of the screen and act as a knob to control the others two views (this is the problematic view).
to add a custom animation to this view, i used this pattern:
public class StubKnobView extends View{
private Drawable knob;
private Point knobPos;
private float rotation;
private boolean needsToMove;
public void moveKnob(){
/* ...various calculations... */
this.needsToMove=true;
invalidate(); //to notify the intention to start animation
}
private void updateAnimation(){
/* ........... */
this.needsToMove= !animationComplete;
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
int saveCount=canvas.getSaveCount();
canvas.save();
canvas.rotate(this.rotation, this.knobPos.x, this.knobPos.y );
this.knob.draw(canvas);
canvas.restoreToCount(saveCount);
if(this.needsToMove){
updateAnimation();
}
}
}
ideally, if there is an animation pending, after each drawing cycle the view should auto invalidate.
right now this doesn't work, to force the animation i have to touch the screen to cause a onDraw cycle.
Using "show screen updates" of Dev tools I see that no screen invalidate/update cycle happen , apart when i click the screen.
specifying the dirty rect also ha no effect.
So, any idea where to look to know why this invalidate/draw cycle does not work the way is intended?
I encontered this situation, and also doubted that invalidate() doesn't make onDraw() called again.
After simplified the business codes, it's turn out that there is a dead loop - exactly too much iterations, which blocks the UI thread.
So, my advice is that make sure the UI thread going smoothly first.
Try something like this with a private class in your View. The idea is not to call invalidate() from within onDraw(). Instead, post it on the running queue. Instantiate the private class in your View constructor and then just call animateKnob.start() when you want the animation. The onDraw() can then just focus on drawing.
public void moveKnob(){
// update the state to draw... KnobPos, rotation
invalidate()
}
private class AnimateKnob{
public void start(){
// Do some calculations if necessary
// Start the animation
MyView.this.post( new Runnable() {
stepAnimation()
});
}
public void stepAnimation(){
// update the animation, maybe use an interpolator.
// Here you could also determine if the animation is complete or not
MyView.this.moveKnob();
if( !animationComplete ){
// Call it again
MyView.this.post( new Runnable() {
stepAnimation()
});
}
}
}

Android image moving animation problem

i used following code to animate a image it works fine but while animating the image looks little jumping rather than smooth moving.(It looks like moving but not quite smooth. it stops a while in between) Can Any one find the problem in code?
class AnimationLoop implements Runnable
{
public void run()
{
while(true)
{
while(running)
{
try
{
Thread.sleep(30);
}
catch(InterruptedException ex) {}
}
}
counter+=1;
updatePosition(0);
main.postInvalidate(); //main is type panel
}
private synchronized void updatePosition(int index) {
mYPositions[index]-=2; // animate from bottom to top
mXPositions[index]-=2;
}
#Override
protected void onDraw(Canvas canvas)
{
canvas.drawBitmap(balloonSet.get(0), mXPositions[0], mYPositions[0],null);
}
The smoothness of your animation will depend on the change in coordinates and the time it stays at a single coordinate. If you want to move the animation at same speed but a little smooother, then reduce the time and unit change by same ratio.
For example: Your case reduce by 50%. That will make x and y position to be deducted by 1 and the sleep time will be 15ms.
This might help how to animate bitmaps

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