How to draw multiple bitmaps on canvas? - android

I want to develop a game that shoots bullets on every touch of the canvas.
It works but when I touch the canvas after shooting, he takes the bullet and restarts the shooting.
I just want the bitmap to create new bullet at every touch. Here is my code:
public class MainActivity extends Activity implements OnTouchListener {
DrawBall d;
int x ;
int y;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
d = new DrawBall(this);
d.setOnTouchListener(this);
setContentView(d);
}
public class DrawBall extends View {
Bitmap alien;
public DrawBall(Context context) {
super(context);
alien = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
startDraw(canvas);
}
public void startDraw(Canvas canvas){
Rect ourRect = new Rect();
ourRect.set(0,0, canvas.getWidth(), canvas.getHeight());
Paint blue = new Paint();
blue.setColor(Color.BLACK);
blue.setStyle(Paint.Style.FILL);
canvas.drawRect(ourRect, blue);
if(y < canvas.getHeight()){
y-=5;
}
canvas.drawBitmap(alien, x, y,new Paint());
invalidate();
}
}
public boolean onTouch(View v, MotionEvent event) {
x = (int) event.getX();
y = (int) event.getY();
return false;
}
}

I only superficially read the code. It seems that you are only keeping track of one bullet using the x y coordinates.The coordinates are resetting at every touch event, and thus you lose the previous bullet.
Use a dynamic array, or a linked list to keep track of all the bullets on the screen.
When there's a new touch, add the x,y to the array.
When drawing the bullet, iterate through your array to draw and update every bullet.
If the y-coordinate of any bullet goes out of the screen, delete the bullet from the array.

Each draw starts with a blank canvas. So to draw multiple bitmaps you need to keep track of where to draw each bullet and call drawBitmap multiple times.
Also, calling invalidate in onDraw is a bad idea- it will immediately invalidate, leading you to have performance issues. I'd suggest invalidating on a timer instead. Drawing too frequently will lead to performance issues.

Related

onDraw and invalidate method

I'm doing a school project. In this project I have to do a program that have one or more ball bouncing in the screen. I did some research on google to help me in this, and I found this code :
public class BouncingBallInside extends View {
private List<Ball> balls = new ArrayList<>();
public BouncingBallInside(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public BouncingBallInside(Context context) {
super(context);
init();
}
private void init(){
//Add a new ball to the view
balls.add(new Ball(50,50,100, Color.RED));
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//Draw the balls
for(Ball ball : balls){
//Move first
ball.move(canvas);
//Draw them
canvas.drawOval(ball.oval,ball.paint);
}
invalidate(); // See note
}
}
The ball class :
public class Ball{
public int x,y,size;
public int velX = 10;
public int velY=7;
public Paint paint;
public RectF oval;
public Ball(int x, int y, int size, int color){
this.x = x;
this.y = y;
this.size = size;
this.paint = new Paint();
this.paint.setColor(color);
}
public void move(Canvas canvas) {
this.x += velX;
this.y += velY;
this.oval = new RectF(x-size/2,y-size/2,x+size/2,y+size/2);
//Do we need to bounce next time?
Rect bounds = new Rect();
this.oval.roundOut(bounds); ///store our int bounds
//This is what you're looking for ▼
if(!canvas.getClipBounds().contains(bounds)){
if(this.x-size<0 || this.x+size > canvas.getWidth()){
velX=-velX;
}
if(this.y-size<0 || this.y+size > canvas.getHeight()){
velY=-velY;
}
}
}
}
The program works perfecly.
I studied it deeply as good as I could. But after it and after watching the documentation I couldn't understand two thing:
Where and when the method onDraw(Canvas canvas) is called the first time.
Why at the end of onDraw there is invalidate()?
I mean the documentation said :
Invalidate the whole view. If the view is visible, onDraw(android.graphics.Canvas) will be called at some point in the future.
so... if this method is used to call onDraw,why don't call it direcly? what's the difference?
1)The onDraw method will be called by the framework, whenever the view is invalid. A view is invalid when it first comes on screen, so when you set your content view for an activity they layout and all views in it will be measured, laid out, then drawn (via onDraw).
After that the UI thread will call onDraw if needed every 16ms or so (so it draws at 60 FPS).
2)Its marking the view as needing to be redrawn, so the next time the the screen is drawn onDraw will be called. Otherwise it would be skipped, as we could assume it isn't needed.
Why you don't call onDraw directly- efficiency. In a very simple drawing system you would- but drawing is time consuming, you don't want to do it more than you have to. So instead of drawing immediately (which wouldn't work anyway, you wouldn't have the right Canvas to pass to onDraw), you call invalidate and the system will call onDraw if needed at a regular interval.
Note that this isn't particularly good code. In particular, having the onDraw trigger the move which updates the balls location instead of using a timer is icky. Having onDraw call invalidate as a result is also kind of icky. A better solution would be to separate the view, model, and timer into more of an MVC or MVP system.

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);
}

My View is very slow drawing drawables

I am trying to draw a ball animation over the camera, that is the reason I have to use class View instead of SurfaceView. The point is that is when I run my app, animation is drawing properly sometimes, but if I back to the earlier activity, and return to it, ball draws very slow.
To call the OnDraw method I use the acelerometer:
public void onSensorChanged(SensorEvent event) {
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
mView.invalidate();
}
}
An that`s my OnDraw method:
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
parabolic.getPositions();
int positionY = parabolic.pixY;
int positionX = parabolic.pixX;
ball.setBounds(positionX, positionY,
(int) (positionX + ball.getIntrinsicWidth()),
(int) (positionY + ball.getIntrinsicHeight()));
ball.draw(canvas);
canvas.restore();
}
Where parabolic is an object that I inizialize in the init method:
ParabolicMove parabolic = new ParabolicMove();
And ball is a drawable:
ball = context.getResources().getDrawable(R.drawable.ball);
How could I optimize it do draw well the animation?
You could use a static image to draw the image and the ball in a diferent thread. This may resolve your problem. For more information you can use SurfaceView:
http://developer.android.com/reference/android/view/SurfaceView.html

Android graphics outside of onDraw method

Okay, so I'm trying to draw to a canvas on Android from outside of the onDraw method.
It's just easiest to show my code:
public class TestActivity extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Paint p = new Paint();
p.setColor(Color.GREEN);
Panel a = new Panel(this,150,150,50,p);
a.drawThing();
setContentView(a);
}
class Panel extends View{
private float radius, x, y;
private Canvas CAN;
private Paint p;
public Panel(Context context, float x, float y, float radius, Paint p){
super(context);
this.x = x;
this.y = y;
this.radius = radius;
this.p = p;
}
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas);
CAN = canvas;
}
public void drawThing(){
CAN.drawCircle(x, y, radius, p);
}
}
}
Do you see what I'm trying to do? But for some reason it throws a NullPointerException
Many of the graphics resources are explicitly freed/released after they've been used. I'm not exactly sure why they do this, but whatever the reason, they don't you to do what you're trying.
Instead of drawing outside of the onDraw method, use some kind of flag to change what the onDraw method is doing. When you want to draw some specific thing, you can set the right flag, and call invalidate().
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas);
if (doThing) {
canvas.drawCircle(x, y, radius, p);
}
}
EDIT
Something else to consider is drawing to and "off-scrren" source. This means using some kind of graphics representation like a bitmap as a buffer that you can draw to in other code. This won't update your gui, but it will give you the chance to do some heavy duty drawing without locking up the user's device. Once you are done drawing to the bitmap (or whatever) you can invalidate your view and draw it to the screen in the onDraw(Canvas) method.
I'm pretty sure that the null pointer happens because you're calling drawSomething before onDraw ever gets called. So CAN is null.
You can draw onto canvas outside of the onDraw. See this Can we have two canvases in an activity ? (OR) Having a canvas outside the onDraw() is not working for more info.

Android OnTouch events numerous Objects

ok I'm playing w/ ontouch events extending a view.
what I've done is made a circle on touch.. the cirlce will follow as you move. As you move another circle is made and will sit in the postion decrementing the radius until it disappears.. (right now up to like 10 circles). I can also handle multiple fingers touching at one point in time. Here's the problem.. THE CODE IS NASTY!
To create multiple circle This is my paint method:
public void onDraw(Canvas canvas)
{
paint.setColor(Color.RED);
paint.setStyle(Style.STROKE);
paint.setStrokeWidth(stroke);
canvas.drawCircle(x,y,radius,paint);
canvas.drawCircle(x1,y1,radius1,paint);
canvas.drawCircle(x2,y2,radius2,paint);
canvas.drawCircle(x3,y3,radius3,paint);
canvas.drawCircle(x4,y4,radius4,paint);
canvas.drawCircle(x5,y5,radius5,paint);
canvas.drawCircle(x6,y6,radius6,paint);
paint.setColor(Color.BLUE);
canvas.drawCircle(x7,y7,radius7,paint);
canvas.drawCircle(x8,y8,radius8,paint);
paint.setColor(Color.YELLOW);
canvas.drawCircle(x9,y9,radius9,paint);
canvas.drawCircle(x10,y10,radius10,paint);
}
so as you can see this by far inefficient and makes for some long nasty code.. Part of the issue is the fact I'm bound to only being able to change coordinates in Ontouch.. and invalidate. Anyoone know a way I can do this more efficently (in a more object orriented type approach).
First things first, start with this:
public class Circle {
public int x;
public int y;
public double radius;
public Paint paint;
/* constructors, getters & setters if you feel like ...*/
}
And put all your circles in a
ArrayList<Circle> circles = new ArrayList();
public void onDraw(Canvas canvas)
{
/*...*/
Iterator iterator = circles.iterator();
while(iterator.hasNext()) {
drawCircle(iterator.next());
}
}
public void drawCircle(Canvas canvas, Circle circle) {
canvas.drawCircle(circle.x, circle.y, circle.raidus, circle.paint);
}

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