Android 2D animation on characters - android

I have created a character and I wonder how I have to animate it regarding the fact that :
It has to move when on static position, I mean for example eyes blinking, mouth closing.
It has to move on the screen regarding to player gesture.
It has to be involved in collision.
I read about, AnimationDrawable, SurfaceView, Canvas ... but which way is the best ?
Thank very much !!!

If you're trying to make a game you should consider GLSurfaceView with textures.
This is a pretty good tutorial, though it contains a few coding errors, it makes the concept very clear!
The OpenGLES method would give much much more freedom, than animating Views, but maybe harder to master.

Related

How to draw cleverly a complex shape in Android

I'm working on a university project in which I need to visualize on a smartphone datas from pressure sensors built in an insole.
I need to draw on a View, as a background, a footprint, something like the image below but just for one foot.
I don't want to use a static image because with different screens resolution it could lose too much quality, so I'm trying to do it by code.
The main problem is that I'm not very skilled in graphic programming so I have not a smart approach to this problem.
The first and only idea that I had was to take the insole's CAD representation, with its real dimensions, scale it in function of screen's ones and put it together using simple shapes (arc, circle, ecc...) available in Android.
In this way I'm creating a Path which will compose the whole footprint, once I will draw it with a Canvas.
This method will let me to do the work but is awful and needs an exceptional amount of work and time to set every part.
I have searched for some similar questions but I haven't found anything to solve my problem.
Is there (of course there is) a smarter way to do this stuff, saving time and energies?
Thank you
of course, you can always use open gl es
this method might not save your time and energy but will give you a better graphic and scope to improve it for later purpose
the concept is to create a float buffer with all the points of your footwear and then draw is with connected lines on a surfaceView
to get started with open gl es you can use this tutorial : https://developer.android.com/guide/topics/graphics/opengl.html
and here is an example : https://developer.android.com/training/graphics/opengl/index.html

3D animation between layouts like the lock screen in jelly bean

So basically I'm trying to replicate this. It will be used like a view flipper. I haven't had much experience in doing this sort of stuff in android yet so any help would be appreciated!
I'm not exactly sure, what are you going to achieve, but I would start with such lecture: Android flip 3D animation. It's quite easy to replace views in the middle of such animation. You may consider writing your own container, if the ViewFlipper is not enough.
If the view is too complex for Android to handle, or your animation is intended to be more interesting than simple flip/scale/move, then you may consider using OpenGL and shaders. Simply draw your views to bitmaps, pass it to OpenGL and do whatever you want to do with them.

The proper way to create a 2d android game

After getting help with starting android pong, I realized that I painted myself into a corner.
For reference on the code(Its long) and advice, here is a link to the last thread Updating player score in an android game
Basically the frame rate is halved when i touch the screen. I think it is due to updating everything or drawing on the canvas. This also lends itself to bad communication between the pieces of the application(the view, frame, and oncreate). Is there a recommended way to create an android 2d game? This is based off the lunar landing game and it seemed fine but when i tried to recreate it , it seemed much worse. I could not find a lot of resource on a best practice for drawing and so far this seems a bit discouraging.
So in short
How would you modify the code posted in the link to improve performance? Or did I paint myself into a poorly made corner, and it is time to start a new? If so , how?
Thanks
You don't need invalidate() in onTouch because you are already running a frame animation by the additional thread.
Try to define all the fixed values/variables in the constructor of the SurfaceView or in onSizeChanged() where you know the size of the canvas and bitmaps loaded, so not to make any unneccesary variable creation, requests or calcualtions in onDraw, onTouch or other methods to handle game logic, otherwise it will slow down.

Issue with Android OpenGLES lighting

Hey all,
I'm writing a little 3D engine for android to better learn the platform and opengl. I hope to eventually use it as a base for little 3D games.
I'm trying to implement lighting right now, and generally following the NeHe opengl android port tutorials. I have a simple spinning cube and 1 light that should not change position. Upon rendering my scene on a device the light appears to "dim" and re-lighten as cube rotates.
This is a swf video of the behavior:
http://drop.io/obzfq4g
The code for my "engine" is located here: http://github.com/mlasky/Smashout-Android-3D-Engine/
The relevant bits are:
http://github.com/mlasky/Smashout-Android-3D-Engine/blob/master/src/com/supernovamobile/smashout/SmashoutGLRenderer.java
this is where I'm initializing opengl and setting up my scene.
and
http://github.com/mlasky/Smashout-Android-3D-Engine/blob/master/src/com/supernovamobile/smashout/SMMesh.java
this is the code for actually rotating / drawing the cube mesh.
I wish I could formulate a better question; but I'm very stuck/confused and can't even think of an intelligent question to ask besides "does anyone know what might cause the kind of behavior I'm seeing?"
Thanks for any help you can provide.
Edit: Also the slowness / choppyness of the animation in the video is a result of the screencap software. It's smooth throughout the whole rotation on the emu.
From the video it looks like your normals are incorrect.
For an axis-aligned cube the normals in cube.xml seem off. They should be axis-aligned, not whatever they are. Where did you get the model?
This answer may also be related if mVNormalsBuffer is empty.
You are using
gl.glNormalPointer(3, GL10.GL_FLOAT, mVNormalsBuffer);
wrong.
It should be:
gl.glNormalPointer(GL10.GL_FLOAT,0, mVNormalsBuffer);

Drawing a gameboard like checkers in Android

I want to design a gameboard such as Checkers (but with the possibility of having different board tiles.
Now, OO logic and reason tell me I should have a 'tile' class which I can draw, and I draw x by y number of these on one canvas.
My question is what is the best performant way to draw such a board?
Is it reasonable to do it the way I mentioned above and re-draw on changes?
Is it better to have an image as my background and 'simulate' a board by snapping to where the tile would be?
Thanks!
I think you might benefit from checking out the snake game code for android. It has a very straight forward way of using tiles to make a game area.

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