How to use a spritesheet to put a section of spritesheet as a background image of the Buttons in Android?
Please consider me as a noob. I have just started to learn android app development.What I want is I have a spritesheet where there are several images,in that I just want to put a particular section of the spritesheet as the background image of the button rather than having image.png for each individual buttons in the app.
See this question, you can find different ways to achieve this :
Spritesheet programmatically cutting: best practices
But if you haven't a large number of images, you should cut them into drawables, it's easier for sure.
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I want to make a floor like effect using a single image in android, somethig lake the Tile effect in GIMP. For example have a square already on my app and then create an image that has that square a lot of thimesso that it looks at the end something like this
Create a GridLayout and put an image in each element.
Here's a tutorial that explains the concept of how to use images. You can of course refer to the same image multiple times, and adjust the borders and spacing to meet your needs.
You can use the RecyclerView with GridLayoutManager as your layout.
Good day, i am developing an android app which generates comic like albums, i need to fit this comic to any screen width but i have trouble doing it coz of the layouts, its very odd and doesn't seem to be aligned with one another, here :
those boxe are composed of FrameLayouts which contains and ImageView (back), the frame which is a PNG (middle) and a TextView on top of the frame image. So basically the design is very complex and odd, I've heard that there is a way to make this fit automatically on every screen on IOS, they called it auto layout i guess. Is there a counter part of this on android? Thank you.
Try using a GridLayout. You should be able to achieve what you're trying to do. There's a good blog post here.
I need to put together a complete image, as seen here. Each piece of the segmented tree is an individual image, but I am unsure about how I should put the pieces together efficiently with spacing in between. I've thought about stacking the images on top of each other one at a time within a canvas, but I have my doubts as to whether this is the approach that I should take. Is there a different type of container I should use or a better method of accomplishing the same task?
EDIT: just to clarify, I need to assemble the image programmatically, beginning with the base segment and eventually ending with the top segment.
If you use a program like Gimp, you can added each image as a layer, then move the layers around correctly. I'm not quite sure how you want to represent the space between the segments, transparent?
Any way after you have your image assembled the way you want you can either merge the layers or save it to a format that will flatten out your images.
I'm not sure if you want your image to be able to stretch at all or not. If so, you can save it as a .png file and then use draw9patch or equivalent to add in stretching segments. Also I'm not sure if you have to support multiple drawable sizes, if so I have a free Android app, DP Image Calculator on Google Play that might help. Just remember start with the highest resolution and work you way down to the smallest.
Hope this helps. If you have more question let me know. Have a great day.
I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas?
There's one similar code from JakeWharton called DroidFlake. It seem like snowfall effect but worthy to check DroidFlake
The easiest would be to put the rain drops in a PNG with alpha and display that at the end. You would only need a few frames to make it smooth, but it would eat up a bit of resources if this were a full screen image.
If you cannot afford this, you could put each distinct raindrop in a smaller PNG file with alpha, then display this (these) single PNG(s) multiple times. This would reduce the memory used a lot, although your rendering code will get a bit more complex, and depending on how many drops you have, it might affect performance.
A trade-off between the two would be to have a PNG file that contains more drops, but not for the full screen, and display that a few times.
You could have another frame (or frames) where the raindrop splashed, which you could display before ending the animation of each drop, or you could have the final frame in the large PNG contain the splashes.
There are many ways of doing this. You could create a sprite sheet like:
In that spritesheet, you could simply have a drop of water advance in each frame until it reaches the bottom and you create the splash effect. You then need to be able to animate it (very easy). You can then create multiple instances of the image, or draw the one image multiple times to create the rain storm.
I have quite a few buttons in my application, they vary in sizes based on the text inside. I want to customize the buttons but I am not sure if I should use
A) Ninepatch pngs
B) Android xml created
C) Photoshop pngs
I want the buttons to scale nicely and therefore not look distorted based on screen size. What are the positives and negatives of the above methods? Is there an ideal way to go about this?
It depends on what they should look like. Rounded corners? Complicated images? Drop shadows? Plain colors?
If you want simple buttons that are monotone in color, xml drawables are the best solution. You can do rounded corners through xml, so if plain is what you are looking for this is the best option.
If you are working with an image, then a 9 patch is the way to go. Play around with the draw9patch tool that comes with the sdk to get the hang of it. You also don't necessarily only need to leave the corners in tack, sometimes you may want to break up the resizable area depending on the image.
PNGs are the last resort as they are the least flexible of the 3 options.
By the way, you should also consider using a state list for all of your buttons, regardless of how you implement the drawable that the button uses. See the link below:
http://developer.android.com/guide/topics/resources/drawable-resource.html#StateList