Connect the dots of an imageview - android

It is a difficult task to create an app for kids and i am given a task of creating an connect the dots app.
example
https://play.google.com/store/apps/details?id=zok.android.dots
i have done some tutorials of onTouchEvent.
i know how to paint on screen Draw in Canvas by finger, Android
i am getting the dot coordinates using this Android: How do I get the x y coordinates within an image / ImageView? example
but I really don't know how to achieve this target.
I'd really appreciate a solution to this! Thanks!
input image is http://imgur.com/Z24yQUx,t6nL71r
EDIT
#Override
protected void onDraw(Canvas canvas) {
//backgroundBitmap is the image i want to show in background
if(DISPLAY_ALPHABET==0)
{
canvas.drawBitmap(backgroundBitmap, 0f, 0f, null);
DISPLAY_ALPHABET=1;
}
show(canvas);
}
public void show(Canvas canvas)
{
Paint paint = new Paint();
int cnt=1;
canvas.drawPaint(paint);
//color of numbers
paint.setColor(Color.BLUE);
paint.setTextSize(16);
canvas.drawColor(BACKGROUND);
** canvas.drawBitmap(mBitmap, 0, 0, null);**
canvas.drawPath(mPath, mPaint);
mPaint.setColor(Color.BLACK);
//Drawing points on canvas
for (Point point : mPoints) {
canvas.drawPoint(point.x, point.y, mPaint);
canvas.drawText(""+cnt++, point.x-7, point.y-7, paint);
}
mPaint.setColor(Color.RED);
}

I don't have much idea about this but still felt like worth thinking
You can save the next dot coordinates in a arraylist or a vector.
when you are drawing the line using canvas, check whether the Motion-Event x and y coordinates matches to that of the next point in the vector.
Once a coordinate is touched search for the next one in the vector
You can use a counter to increase the vector position, once the dot touched increment the counter.
EDIT: Check out my Demo App in this Link and check what you might need.

Related

canvas draw not smooth circles

At the first of my game, I draw some circles from alpha 0 to 255 using canvas(it's like making a fade_in animation by myself)
But if you see in picture(this picture captured in alpha 230),from alpha 0 to 254 these circles aren't smooth!(click on picture to see what I mean)
(and only when alpha become 255 the circles become smooth)
What's the problem and how can I fix this?
my code:
I have a game loop, that get canvas
canvas = gameView.getHolder().lockCanvas();
then in my view ,at first I set :
paintAlpha = 0;
paint = new Paint();
paint.setAntiAlias(true);
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.FILL);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setAlpha(paintAlpha);
paint.setColor(Color.parseColor(color));
then in every loop(every ticks) I do this:
if(paintAlpha < 255) {
paintAlpha+=1;
paint.setAlpha(paintAlpha);
}
canvas.drawCircle(cx, cy, currentRadius, paint);
Solution:
Thanks to #nitesh.
The problem was because of surfaceView that can't set anti alias to canvas (in View you don't have this problem ,I don't know why)
By using Bitmap and draw on it and finally draw bitmap by canvas , the problem solved (instead of drawing on canvas directly)
Set the following property to paint object
paint.setAntiAlias(true);
For better understanding and other approaches refer this link
https://medium.com/#ali.muzaffar/android-why-your-canvas-shapes-arent-smooth-aa2a3f450eb5#.p9iktozdi
From the article
Draw a bitmap first if:
- You need to persist the image.
- You need to draw transparent pixels.
- Your shapes don’t change often and/or require time consuming operations.
Use anti-aliasing to draw smooth edges.
Avoid redraws on the bitmap if possible or else, clear a bitmap before redrawing.
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bitmap == null) {
bitmap = Bitmap.createBitmap(200,
200,
Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas(bitmap);
}
bitmapCanvas.drawColor(
Color.TRANSPARENT,
PorterDuff.Mode.CLEAR); //this line moved outside if
drawOnCanvas(bitmapCanvas);
canvas.drawBitmap(bitmap, mLeftX, mTopY, p);
}
protected void drawOnCanvas(Canvas canvas) {
canvas.drawCircle(mLeftX + 100, mTopY + 100, 100, p);
}
you can approach this by
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
or
paint.setAntiAlias(true);

How to draw multiple texts on canvas

I've created a drawing app and now I'm trying to allow the user to add text to the drawing. The text will be placed anywhere on the screen where the user touches with his finger. With the following code, the text could be drawn on screen with the drawing. However, this is only done once. The moment I tap on the screen, the previous text disappears and the new text is placed at my current finger position.
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(canvasColor);
for(Pair<Path, Paint> p : paths){
canvas.drawPath(p.first, p.second);
}
canvas.drawPath(drawPath, drawPaint);
if(textCB && !pbCol)
{
tPaint = new Paint();
tPaint.setTextSize(textSize);
tPaint.setStyle(Paint.Style.FILL);
tPaint.setColor(tColor);
canvas.drawText(addText, tx, ty, tPaint);
}
}
What can I do to allow multiple text to be drawn on the canvas?
Ok, I found a way to do this. After drawing the text, I got the bitmap from getDrawingCache, then drew the bitmap onto the canvas.

Smooth bitmap movement in canvas (android)

I tried to create a Maze with a moving ball and a hole using the Accelerometer Sensor. With the following code, the ball falls into the hole, but the performance is really bad, I set the Accelerometer Frequency to the fastest, but it's everything other than smooth. I made a second canvas, because so I could make a hole.
public RenderView(Context context, int width, int height) {
super(context);
playGround = new Rect(40, 40, width - 40, height - 40);
holes.addElement(new PointF(500f, 500f));
// Set background
this.setBackgroundResource(R.drawable.bottom);
// Set bitmap
woodGround= wood.createBitmap(width, height, Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas();
bitmapCanvas.setBitmap(woodGround);
// Set eraser paint properties
eraserPaint.setAlpha(0);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
eraserPaint.setAntiAlias(true);
}
protected void onDraw(Canvas canvas) {
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG
| Paint.FILTER_BITMAP_FLAG);
paint.setStyle(Style.FILL_AND_STROKE);
paint.setAntiAlias(true);
if (ballInHole)
canvas.drawBitmap(ball, b.x, b.y, paint);
bitmapCanvas.drawBitmap(wall, 0, 0, paint);
bitmapCanvas.drawBitmap(wood, playGround, playGround, paint);
canvas.drawBitmap(bitmap, 0, 0, paint);
for (PointF h : holes) {
bitmapCanvas.drawCircle(h.x + radius, h.y + radius, radius,
eraserPaint);
}
if (!ballInHole)
canvas.drawBitmap(ball, b.x, b.y, paint);
invalidate();
}
It's solved very ugly, because I just draw the ball bellow the other bitmaps when he falls into a hole. Is there another way to do it?
The performance is also really bad, i set the Accelerometer-Sensor-Delay to the fastest, but the ball doesn't run smooth. When I remove the line canvas.drawBitmap(bitmap, 0, 0, paint);, then the ball is smoother, but then the wooden background is away.
The problem here is that you're doing A LOT of drawings all the time and that's take time to draw and the performance gets very low.
here a few tips on how you should approach it.
You probably better have one view with the static stuff (the background image and the holes) and on your layout have a second view on top of it just drawing the ball.
on the background image, do not call invalidate. That way you will draw the background just once.
and the top image (the ball only) you can invalidate, so it can redraw on the new position.
I'm not sure on this last part: but you may need to call invalidate(rect); passing the area where the ball was on the previous time, to make the background only re-draw that small area (instead of the whole screen)
happy coding.

Canvas Larger Than Screen

I am drawing a grid and I want it to be larger than the screen size so that a user can drag the screen left/right/up/down to get to the rest of the grid.
What is the best way to do that? I've tried drawing a larger bitmap to the canvas, but didn't get anywhere.
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
Bitmap testBitmap = Bitmap.createBitmap(1000, 1000, Bitmap.Config.ARGB_8888);
canvas.drawBitmap(testBitmap, 0, 0, paint);
canvas.drawPaint(paint);
//other grid drawing code here
}
I used the View's scrollBy() method in the onTouch method of the Activity. It worked.
You can probably use the canvas.translate(x, y) method. That will adjust the origin for your canvas in relation to the screen. So canvas.translate(10, 10) will make you canvas origin (0, 0) be at the point of (10, 10) on the screen. Use a negative translation to scroll the screen.

How to draw circle when Tab event is fired

I am learning android Live wallpaper development. I found an awesome template in the AndEngine Forums
In this template I found an overridable method OnTab which provides 2 parameters i.e x coordintate & y coordinate .
protected void onTap(final int pX, final int pY)
{
SurfaceHolder holder= //Get current surface holder object
Paint paint = new Paint();
Canvas canvas= holder.lockCanvas();
paint.setColor(Color.WHITE);
canvas.drawCircle(20, 50, 25, paint);
}
I want to draw a circle when user tabs or touches the screen but i am finding it difficult to get the sufaceholder object which will let me draw a circle on the canvas Or can i achieve this some other way?
You need to do the drawing within the onDraw() method. When a touch is occurring you should save the X and Y location and then in the onDraw() method draw the circle.

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