I have been trying pretty much everything to get my live wallpaper to stop exceeding the VM memory and nothing seems to works.
I have some animations that are large but hopefully not to large because if I bring them down any more they will look horrible.
I have one sprite that is 30 frames long 7800x329 pixels I put in the mdpi folder it is 356 kb big.
I have two smaller animations I would love to add but it dies also, even when it does load I try to set it as a livewallpaper and it dies again.
Here's the code (I used the aquarium tutorial for this) for the sprite
public class SpriteOne extends SpriteMovement {
private static final int TOTAL_FRAMES_IN_SPRITE = 30;
private static final int SPRITE_ONE_FPS = 15;
public SpriteOne(Context context, TheTemplate thetemplate, Point startPoint, int speed){
super(context, thetemplate);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
Bitmap leftBitmap = BitmapFactory.decodeResource(getContext().getResources(), ca.samsstuff.steampunkdroid.R.drawable.droidfinal, options);
this.initialize(leftBitmap, SPRITE_ONE_FPS, TOTAL_FRAMES_IN_SPRITE, startPoint, speed);
}
public void render(Canvas canvas){
super.render(canvas);
}
}
I heard about recycle but not quite sure how to add this here.
This goes into another class I named TheTemplate, I'll add that also.
//template file
public class TheTemplate {
private SpriteThread spriteThread;
private SurfaceHolder _surfaceHolder;
private ArrayList<Renderable> _sprites;
public Bitmap _backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.background1);
//droid measurements
public Bitmap thedroid = BitmapFactory.decodeResource(getResources(), R.drawable.droidfinal);
public int thedroidHeight = thedroid.getHeight();
public int thedroidWidth = thedroid.getWidth() / 30;
private Context _context;
// add rescale stuff
private float screenWidth = initFrameParamsWidth();
private Bitmap theBackgroundImage;
private float totalHeight = _backgroundImage.getHeight();
private int screenSized = initFrameParams();
private float theScaler = (float) (screenSized / totalHeight);
private Bitmap oneBackImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
public void render(){
Canvas canvas = null;
try{
canvas = this._surfaceHolder.lockCanvas(null);
synchronized (this._surfaceHolder) {
this.onDraw(canvas);
}
}finally{
if(canvas != null){
this._surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
};
public void start(){
this.spriteThread.switchOn();
}
public void stop(){
boolean retry = true;
this.spriteThread.switchOff();
while (retry) {
try {
this.spriteThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public int backgroundLeft() {
int startMovement = (int) ((screenWidth - theBackgroundImage.getWidth()) / 2);
return startMovement;
}
public int backgroundRight() {
return this.theBackgroundImage.getWidth();
}
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this.theBackgroundImage = oneBackImage;
this.addSprites();
}
private void addSprites() {
Point startPoint = new Point((int) ((screenWidth / 2) - (thedroidWidth / 2)), ((screenSized / 2) - (thedroidHeight / 2)));
this._sprites.add(new SpriteOne(this._context, this, startPoint , 30));
}
private void renderBackGround(Canvas canvas)
{
float canvasewidthsize = (float) ((screenWidth / 2) - (theBackgroundImage.getWidth() / 2));
canvas.drawBitmap(this.theBackgroundImage, canvasewidthsize, 0, null);
}
}
Any help in this would be greatly appreciated as this one is driving me nuts.
Thanks in advance
Sam
sorry I should of answered this long ago.
just cut down on frames and image size use purgeable or recycle or both
Related
I'm new in Android Programming I'm Trying to make slideshow animated live wallpaper and all ok but the problem is when I set the wallpaper the scale of image is stretched to screen I want it to scale to all the phone screens and when swipe the wallpaper get the right part of image I Want Advice about this problem.
my code is :
public class CustomWallpaper extends WallpaperService {
#Override
public Engine onCreateEngine() {
return new WallpaperEngine();
}
class WallpaperEngine extends Engine {
//Duration between slides in milliseconds
private final int SLIDE_DURATION = 8;
private int[] mImagesArray;
private int mImagesArrayIndex = 0;
private Thread mDrawWallpaper;
private String mImageScale = "Fit to screen";
private CustomWallpaperHelper customWallpaperHelper;
public WallpaperEngine() {
customWallpaperHelper = new CustomWallpaperHelper(getApplicationContext(), getResources());
mImagesArray = new int[] {R.drawable.image_1,R.drawable.image_2,R.drawable.image_3,R.drawable.image_4,R.drawable.image_5,R.drawable.image_6,R.drawable.image_7,R.drawable.image_8,R.drawable.image_9,R.drawable.image_10,R.drawable.image_11,R.drawable.image_12,R.drawable.image_13,R.drawable.image_14,R.drawable.image_15,R.drawable.image_16,R.drawable.image_17,R.drawable.image_18,R.drawable.image_19,R.drawable.image_20,R.drawable.image_21,R.drawable.image_22,R.drawable.image_23,R.drawable.image_24,R.drawable.image_25,R.drawable.image_26,R.drawable.image_27,R.drawable.image_28,R.drawable.image_29,R.drawable.image_30,R.drawable.image_31,R.drawable.image_32,R.drawable.image_33,R.drawable.image_34,R.drawable.image_35,R.drawable.image_36,R.drawable.image_37,R.drawable.image_38,R.drawable.image_39,R.drawable.image_40,R.drawable.image_41};
mDrawWallpaper = new Thread(new Runnable() {
#Override
public void run() {
try {
while (true) {
drawFrame();
incrementCounter();
Thread.sleep(SLIDE_DURATION);
}
} catch (Exception e) {
//
}
}
});
mDrawWallpaper.start();
}
private void incrementCounter() {
mImagesArrayIndex++;
if (mImagesArrayIndex >= mImagesArray.length) {
mImagesArrayIndex = 0;
}
}
private void drawFrame() {
final SurfaceHolder holder = getSurfaceHolder();
Canvas canvas = null;
try {
canvas = holder.lockCanvas();
if (canvas != null) {
drawImage(canvas);
}
} finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
}
private void drawImage(Canvas canvas) {
//Get the image and resize it
Bitmap image = BitmapFactory.decodeResource(getResources(),
mImagesArray[mImagesArrayIndex]);
//Draw background
customWallpaperHelper.setBackground(canvas);
//Scale the canvas
PointF mScale = customWallpaperHelper.getCanvasScale(mImageScale, image.getWidth(), image.getHeight());
canvas.scale(mScale.x, mScale.y);
//Draw the image on screen
Point mPos = customWallpaperHelper.getImagePos(mScale, image.getWidth(), image.getHeight());
canvas.drawBitmap(image, mPos.x, mPos.y, null);
}
}
}
and the other class is:
public class CustomWallpaperHelper {
public final static String IMAGE_SCALE_STRETCH_TO_SCREEN = "Stretch to screen";
public final static String IMAGE_SCALE_FIT_TO_SCREEN = "Fit to screen";
private Context mContext;
private Resources mResources;
private Point screenSize = new Point();
private Bitmap bgImageScaled;
private Point bgImagePos = new Point(0, 0);
public CustomWallpaperHelper(Context mContext, Resources mResources) {
this.mContext = mContext;
this.mResources = mResources;
WindowManager wm = (WindowManager) mContext.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
screenSize.x = display.getWidth();
screenSize.y = display.getHeight();
;
}
private void scaleBackground() {
String imageScale = "Stretch to screen";
Bitmap bgImage = null;
if (imageScale.equals(IMAGE_SCALE_STRETCH_TO_SCREEN)) {
bgImagePos = new Point(0, 0);
bgImageScaled = Bitmap.createScaledBitmap(bgImage, screenSize.x, screenSize.y, true);
}
}
public void setBackground(Canvas canvas) {
if (bgImageScaled != null) {
canvas.drawBitmap(bgImageScaled, bgImagePos.x, bgImagePos.y, null);
} else {
canvas.drawColor(0xff000000);
}
}
public int getScreenWidth() {
return screenSize.x;
}
public int getScreenHeight() {
return screenSize.y;
}
public Point getImagePos(PointF canvasScale, int imageWidth, int imageHeight) {
Point imagePos = new Point();
imagePos.x = (int) (screenSize.x - (imageWidth * canvasScale.x)) / 2;
imagePos.y = (int) (screenSize.y - (imageHeight * canvasScale.y)) / 2;
return imagePos;
}
public PointF getCanvasScale(String imageScale, int imageWidth, int imageHeight) {
PointF canvasScale = new PointF(1f, 1f);
if (imageScale.equals(IMAGE_SCALE_STRETCH_TO_SCREEN)) {
canvasScale.x = getScreenWidth() / (1f * imageWidth);
canvasScale.y = getScreenHeight() / (1f * imageHeight);
} else {
boolean tooWide = false;
boolean tooTall = false;
if (getScreenWidth() < imageWidth) {
tooWide = true;
}
if (getScreenHeight() < imageHeight) {
tooTall = true;
}
if (tooWide && tooTall) {
int x = imageWidth / getScreenWidth();
int y = imageHeight / getScreenHeight();
if (x > y) {
canvasScale.x = getScreenWidth() / (1f * imageWidth);
canvasScale.y = 1;
} else {
canvasScale.x = 1;
canvasScale.y = getScreenHeight() / (1f * imageHeight);
}
} else if (tooWide) {
canvasScale.x = getScreenWidth() / (1f * imageWidth);
canvasScale.y = 1;
} else if (tooTall) {
canvasScale.x = 1;
canvasScale.y = getScreenHeight() / (1f * imageHeight);
}
}
return canvasScale;
}
}
I want Advice for this problem.
Thanks.
no need to do anything just Replace your below method with my code.
private void drawImage(Canvas canvas)
{
Bitmap image = BitmapFactory.decodeResource(getResources(),
mImagesArray[mImagesArrayIndex]);
Bitmap b=Bitmap.createScaledBitmap(image, canvas.getWidth(), canvas.getHeight(), true);
canvas.drawBitmap(b, 0,0, null);
}
I would suggest that you crop the images instead of resizing them. Something like:
Rect r = new Rect(left, top, right, bottom);
Bitmap croppedImage = null;
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.GINGERBREAD_MR1){
InputStream in = mContentResolver.openInputStream(mSaveUri);
BitmapRegionDecoder decoder = BitmapRegionDecoder.newInstance(in, false);
croppedImage = decoder.decodeRegion(r, null);
} else {
final int width = r.width();
final int height = r.height();
croppedImage = Bitmap.createBitmap(mBitmap, r.left, r.top, width, height);
croppedImage.setDensity(croppedImage.getDensity() * mOutputX / width);
}
return croppedImage;
Hope this helps...
So I'm new to Java and this kind of coding.
I'm trying to make a Parrallax scrolling Live Wallpaper. But I'm having memory issues.
Well I have made it, and it works on on the phone I have. But I think the way i have done it is not very efficient at all. Because when I try it on other phones it doesn't work. It breaks at my Out Of Memory catcher. I added another layer and now it does the same thing on my phone too. So I am able to debug it. Basically I guess I'm using up-to or over 16 meg of memory.
If someone could take a look at my code and help me load in the bitmaps more efficiently that would be greatly appreciated.
Here is how I'm currently doing it:
static class Layer {
public Bitmap bitmap;
private float scale = 1.0f;
private Matrix matrix = new Matrix();
public Layer(Bitmap b) {
this.bitmap = b;
}
public void setScale(float factor) {
scale = factor;
}
public Matrix getMatrix(float x, float y) {
if (scale == 1) {
matrix.reset();
} else {
matrix.setScale(scale, scale);
}
matrix.postTranslate(x, y);
return matrix;
}
}
public static List<Integer> findLayers(Integer path) {
List<Integer> files = new ArrayList<Integer>();
files.add(R.drawable.planet_layer4);
files.add(R.drawable.planet_layer3);
files.add(R.drawable.planet_layer2);
files.add(R.drawable.planet_layer1);
files.add(R.drawable.planet_layer0);
return files;
}
private void loadLayers() {
try {
clearLayers();
for (Integer file: layerFiles) {
addLayer(file);
}
recalibrateLayers();
} catch (IOException e) {
layers.clear();
Toast.makeText(LiveWallpaper.this, "There was a problem loading the wallpaper. Please contact the developer.", Toast.LENGTH_LONG).show();
} catch (OutOfMemoryError oom) {
layers.clear();
Toast.makeText(LiveWallpaper.this, "Whoops, we ran out of memory trying to load the images. ", Toast.LENGTH_LONG).show();
}
}
private void addLayer(int name) throws IOException {
Bitmap layer = BitmapFactory.decodeResource(getResources(), name);
if (layer == null) {
throw new IOException("BitmapFactory couldn't decode asset " + name);
}
synchronized(layers) {
layers.add(new Layer(layer));
}
}
private void clearLayers() {
synchronized(layers) {
layers.clear();
}
}
private void recalibrateLayers() {
for (Layer layer : layers) {
final int bitmapHeight = layer.bitmap.getHeight();
layer.setScale((float)mHeight / (float)bitmapHeight);
}
}
#Override
public void onDestroy() {
super.onDestroy();
mHandler.removeCallbacks(mDrawParallax);
}
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format, int width, int height) {
super.onSurfaceChanged(holder, format, width, height);
mHeight = height;
recalibrateLayers();
drawBackgrounds();
}
And here is where I draw them.
/*
* Draw one frame of the animation. This method gets called repeatedly
* by posting a delayed Runnable. You can do any drawing you want in
* here.
*/
void drawBackgrounds() {
final SurfaceHolder holder = getSurfaceHolder();
final Rect frame = holder.getSurfaceFrame();
mFrame = frame;
Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
// draw something
drawParallax(c);
}
} finally {
if (c != null) holder.unlockCanvasAndPost(c);
}
}
void drawParallax(Canvas c) {
int frameWidth = mFrame.width();
for (int i=layers.size()-1; i>=0; i--) {
Layer layer = layers.get(i);
Bitmap bitmap = layer.bitmap;
float bitmapWidth = bitmap.getWidth() * layer.scale;
float max = frameWidth - bitmapWidth;
float offset = mOffset * max;
final Matrix m = layer.getMatrix(offset, 0);
c.drawBitmap(bitmap, m, null);
}
}
I've just started with Android programming using eclipse and recently came across this problem. I have a bunch of sprites assigned to an arraylist. Now, I want to make it so that collision is detected automatically between sprites but the template I'm currently using can only detect collision between the surface's borders and the moving sprites. Each sprite's position and speed is generated randomly.
How can I change the update() function in my Sprite() class to detect collision between the moving sprites themselves and at the same changing/bouncing to the opposite direction?
Here's my Sprite class template:
package com.gameproject.cai_test;
import java.util.Random;
public Sprite(GameView gameView, Bitmap bmp) {
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
this.gameView = gameView;
this.bmp = bmp;
Random rnd = new Random();
x = rnd.nextInt(gameView.getWidth() - width);
y = rnd.nextInt(gameView.getHeight() - height);
xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED;
}
private void update() {
if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) {
xSpeed = -xSpeed;
}
x = x + xSpeed;
if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) {
ySpeed = -ySpeed;
}
y = y + ySpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
public void onDraw(Canvas canvas) {
update();
int srcX = currentFrame * width;
int srcY = getAnimationRow() * height;
Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);
Rect dst = new Rect(x, y, x + width, y + height);
canvas.drawBitmap(bmp, src, dst, null);
}
private int getAnimationRow() {
double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2);
int direction = (int) Math.round(dirDouble) % BMP_ROWS;
return DIRECTION_TO_ANIMATION_MAP[direction];
}
//gameplay operations
//only values from 0 to 9 will be picked; each assigned its own sprite in the list
public int randomValue(){
Random rnd = new Random();
RandomValue = rnd.nextInt(10);
return RandomValue;
}
//sequence operation from addition, subtraction, multiplication, and division
public int produceSum(){
int addOne = 0;
int addTwo = 0;
Sum = addOne + addTwo;
return Sum;
}
public int produceDiff(){
int deductOne = 0;
int deductTwo = 0;
Difference = deductOne - deductTwo;
return Difference;
}
public int produceProduct(){
int multiOne = 0;
int multiTwo = 0;
Product = multiOne * multiTwo;
return Product;
}
public int produceQuotient(){
int divideOne = 0;
int divideTwo = 0;
Quotient = divideOne / divideTwo;
return Quotient;
}
//each time this returns true, the game is reset with new operation
//compares the value of the bubble picked to the random number being compared through operations
public boolean compareBubbleValue(int randomBubble, int bubbleValue){
if (randomBubble == bubbleValue){
return true;
}
return false;
}
}
As you can see, the update() method only checks the collision between the moving sprites and the borders.
Okey, so lets name your array of sprites spriteArray and loop through it twice
public Rect getBounds(){ //put this in your sprite and enemy-class.
return new Rect(x, y, x+width, y+height);
}
Public void checkCollision(){
for (int i = 0; i<spriteArray.size(); i++){
Rect mySprite = spriteArray.get(i).getBounds(); //create rect for every sprite in array
for (int j = 0; j<spriteArray.size(); i++){
Rect myOtherSprite = spriteArray.get(i).getBounds();
if(mySprite.intersect(myOtherSprite)){ //check if they touch
//Todo code here
}
}
}
}
then you just put this method in your update-method.
Here's the coding for the GameView class (pardon the mess, it's a jumble of codes and comments):
package com.gameproject.cai_test;
public class GameView extends SurfaceView {
private Bitmap bmp;
private Bitmap background;
private Bitmap backgroundImage;
private Bitmap pop;
private SurfaceHolder holder;
private GameLoopThread gameLoopThread;
private List<Sprite> sprites = new ArrayList<Sprite>();
private List<TempSprite> temps = new ArrayList<TempSprite>();
private int[] bubbleValue = {0,1,2,3,4,5,6,7,8,9,10};
private long lastClick;
private SpriteObject timer;
private SpriteObject morebanner;
private SpriteObject formulaBox;
private SpriteObject levelbanner1;
private SurfaceHolder surfaceHolder;
public GameView(Context context) {
super(context);
gameLoopThread = new GameLoopThread(this);
timer = new SpriteObject (BitmapFactory.decodeResource(getResources(), R.drawable.hourglass), 1200, 100);
morebanner = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.morebanner), 650, 300);
formulaBox = new SpriteObject(BitmapFactory.decodeResource(getResources(), R.drawable.formulabox), 650, 600);
background = BitmapFactory.decodeResource(getResources(), R.drawable.background);
backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.background);
pop = BitmapFactory.decodeResource(getResources(), R.drawable.pop);
final Toast toast1 = Toast.makeText(context, "LEVEL 1 start", Toast.LENGTH_LONG);
holder = getHolder();
holder.addCallback(new Callback() {
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
//setSurfaceSize(getWidth(), getHeight());
toast1.setGravity(Gravity.CENTER_VERTICAL, 0, 0);
toast1.show();
createSprites();
gameLoopThread.setRunning(true);
gameLoopThread.start();
//banner();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
private void createSprites() {
sprites.add(createSprite(R.drawable.bubble1));
sprites.add(createSprite(R.drawable.bubble2));
sprites.add(createSprite(R.drawable.bubble3));
sprites.add(createSprite(R.drawable.bubble4));
sprites.add(createSprite(R.drawable.bubble5));
sprites.add(createSprite(R.drawable.bubble6));
sprites.add(createSprite(R.drawable.bubble7));
sprites.add(createSprite(R.drawable.bubble8));
sprites.add(createSprite(R.drawable.bubble9));
sprites.add(createSprite(R.drawable.bubble10));
for (int i = 0; i <= 10; i++){
bubbleValue[i] = sprites.indexOf(i);
}
}
private Sprite createSprite(int resource) {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), resource);
return new Sprite(this, bmp);
}
public void setSurfaceSize(int width, int height)
{
synchronized (surfaceHolder)
{
int canvasWidth = width;
int canvasHeight = height;
backgroundImage = Bitmap.createScaledBitmap(backgroundImage, width, height, true);
}
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
//levelbanner1.draw(canvas);//causes error when applied;for reference only
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
for (Sprite sprite : sprites) {
timer.draw(canvas);
//formulaBox.draw(canvas);
sprite.onDraw(canvas);
}
if (sprites.size() == 0){
morebanner.draw(canvas);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (System.currentTimeMillis() - lastClick > 300) {
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder()) {
for (int i = sprites.size() - 1; i >= 0; i--) {
Sprite sprite = sprites.get(i);
if (sprite.isCollition(x, y)) {
sprites.remove(sprite);
temps.add(new TempSprite(temps, this, x, y, pop));
break;
}
}
}
}
return true;
}
public void update(){
//for possible check of collision bet. sprites
//
}
}
I've tried assigning a Rect for the sprites here and checking collision on the bottom update() function but result gets awry and produces a runtime error. Probably would be better if its automated in the Sprite class update() function, just as it does for border collision.
If you want to have nice and proper collisions between your sprites, maybe looking at a physics engine like http://www.jbox2d.org/ would help.
It will handle a lot of the complex specific cases for you (tunnelling, time of impact, broadphase for early discard...)
Hi in my application I have an explosion animation that comes up extremely often. when creating an explosion I load 3 images from resources then once the explosion animation is over I recycle those 3 images. I am constantly doing this and have noticed framerate drops. Is their a better way of doing this like static bitmaps or something?
I once made an application, a simple canvas on which bombs exploded.
I used a tiled bitmap composed of each step of the explosion and drew only a part of it, which changes often in order to create the animation effect.
It updates steps automatically following currentTimestamp
So this is the explosion class:
public class ExplosionAnimated {
private static final String TAG = ExplosionAnimated.class.getSimpleName();
private Bitmap mBitmap;
private Rect mSourceRect;
private int mFrameCountX;
private int mFrameCountY;
private int mCurrentFrame;
private long mFrameTicker;
private int mFramePeriod;
private int mSpriteWidth;
private int mSpriteHeight;
private int mX;
private int mY;
private boolean mFinished = false;
public ExplosionAnimated(Bitmap pBitmap, int pX, int pY,
int pFrameCountX, int pFrameCountY, int pFps) {
this.mBitmap = pBitmap;
this.mX = pX;
this.mY = pY;
this.mCurrentFrame = 0;
this.mFrameCountX = pFrameCountX;
this.mFrameCountY = pFrameCountY;
this.mSpriteWidth = pBitmap.getWidth() / pFrameCountX;
this.mSpriteHeight = pBitmap.getHeight() / pFrameCountY;
this.mSourceRect = new Rect(0, 0, this.mSpriteWidth, this.mSpriteHeight);
this.mFramePeriod = 1000 / pFps;
this.mFrameTicker = 0l;
}
public void update(long gameTime) {
if (gameTime > this.mFrameTicker + this.mFramePeriod) {
this.mFrameTicker = gameTime;
this.mCurrentFrame++;
if (this.mCurrentFrame >= this.mFramePeriod) {
this.mCurrentFrame = 0;
this.mFinished = true;
}
}
if (!this.mFinished) {
this.mSourceRect.left = this.mCurrentFrame * this.mSpriteWidth;
this.mSourceRect.right = this.mSourceRect.left + this.mSpriteWidth;
}
}
public void draw(Canvas canvas) {
Rect destRect = new Rect(this.mX, this.mY,
this.mX + this.mSpriteWidth,
this.mY + this.mSpriteHeight);
canvas.drawBitmap(this.mBitmap, this.mSourceRect, destRect, null);
}
public boolean isFinished() {
return this.mFinished;
}
}
These are methods from an object (Bomb.java for exemple) that starts explosion and draw it:
public void explode(Context pContext, Canvas pCanvas) {
this.mState = State.EXPLODING;
this.mExplosion = new ExplosionAnimated(this.mExplosionBitmap,
(int) this.mX, (int) this.mY, 7, 3, 7);
}
public void doDraw(Canvas pCanvas) {
if (this.mState == State.EXPLODING) {
if (this.mExplosion.isFinished()) {
this.mState = State.EXPLODED;
} else {
this.mExplosion.update(System.currentTimeMillis());
this.mExplosion.draw(pCanvas);
}
} else {
pCanvas.drawBitmap(this.mBombBitmap, this.mX, this.mY, null);
}
}
I used a Thread and a SurfaceView to continually draw the bomb (or the explosion), giving just the currentTimestamp to update the explosion.
I hope it helps, and if you need I can show and explain more code
I'm learning android and java and am trying to learn how to make a live wallpaper
I am using the aquarium tutorial, I put it all in one file instead of spreading it but what I am trying to do is get one scale number for everything, I want to get the height of the screen divide that by the background image height (which will always be bigger), this should give me a ratio to use for scaling everything, I tried this in a surfaceView code and it worked perfect, I tried it in livewallpaper and nada.
In the surfaceView test I use onSizeChange and got the height that way and it worked no problems.
This is what I did for the livewallpaper one
This is what I put for the onSurfaceChange
public int screenWidth;
public float rescaler;
public float totalHeight = theTemplate._backgroundImage.getHeight();
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format, int width, int height) {
//add rescale and width
screenWidth = width;
rescaler = (float) (height / totalHeight);
super.onSurfaceChanged(holder, format, width, height);
}
The background image comes from an inner class named TheTemplate
This is what I did there
The variables
private SpriteAnimationActivityEngine theTest;
private Bitmap theBackgroundImage;
private float theScaler = theTest.rescaler;
then I try and rescale it using theScaler
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this._backgroundImage = BitmapFactory.decodeResource(context.getResources(),ca.samsstuff.testonepagewallpaper.R.drawable.sky, options);
this.theBackgroundImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
this.addSprites();
}
Then it passes it to draw the background
private void renderBackGround(Canvas canvas) {
canvas.drawBitmap(this.theBackgroundImage, 0, 0, null);
}
Which sends it to draw
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
}
I keep getting errors and don't know what I am doing wrong. Like I said I am learning both android and java but this method worked in another test I did but I got the screen height from onSizeChange can I get the height by using onSurfaceChange?
Any help would be appreciated
Thanks in advance
sam
EDIT
I also tried to rescale within the theTemplate class just to see if it would work having everything within its own class and still having issues, I used the DisplayMetrics to get the screen height this time.
This might work if I can get it going properly.
Here is this attempt
public class TheTemplate {
private SpriteThread spriteThread;
private SurfaceHolder _surfaceHolder;
private ArrayList<Renderable> _sprites;
public Bitmap _backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.sky);;
private Context _context;
// add rescale stuff
private Bitmap theBackgroundImage;
private float theScaler = initFrameParams() / _backgroundImage.getHeight();
private Bitmap oneBackImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
int initFrameParams()
{
//get the screen height to use to rescale everything
DisplayMetrics metrics = new DisplayMetrics();
Display display = ((WindowManager) getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
display.getMetrics(metrics);
int screenHeight = display.getHeight();
return screenHeight;
}
public void render(){
Canvas canvas = null;
try{
canvas = this._surfaceHolder.lockCanvas(null);
synchronized (this._surfaceHolder) {
this.onDraw(canvas);
}
}finally{
if(canvas != null){
this._surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
};
public void start(){
this.spriteThread.switchOn();
}
public void stop(){
boolean retry = true;
this.spriteThread.switchOff();
while (retry) {
try {
this.spriteThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public int getLeft() {
return 0;
}
public int getRight() {
return this.theBackgroundImage.getWidth();
}
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this.theBackgroundImage = oneBackImage;
this.addSprites();
}
private void addSprites() {
Point startPoint = new Point(100, 100);
this._sprites.add(new SpriteOne(this._context, this, startPoint, 90));
Point startPoint1 = new Point(100, 300);
this._sprites.add(new SpriteOne(this._context, this, startPoint1, 50));
Point startPoint2 = new Point(200, 200);
this._sprites.add(new SpriteOne(this._context, this, startPoint2, 15));
}
private void renderBackGround(Canvas canvas)
{
canvas.drawBitmap(this.theBackgroundImage, 0, 0, null);
}
}
As I stated before any help would be appreciated.
Thanks again in advance
Sam
Edit SOLVED Here is an answer I came up with, The rescale code is where the comments are
Hope this helps someone out.
public class TheTemplate {
private SpriteThread spriteThread;
private SurfaceHolder _surfaceHolder;
private ArrayList<Renderable> _sprites;
public Bitmap _backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.sky);;
private Context _context;
// add rescale stuff
//private SpriteAnimationActivityEngine theTest;
private Bitmap theBackgroundImage;
private float totalHeight = _backgroundImage.getHeight();
private int screenSized = initFrameParams();
private float theScaler = (float) (screenSized / totalHeight);
private Bitmap oneBackImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
int initFrameParams()
{
DisplayMetrics metrics = new DisplayMetrics();
Display display = ((WindowManager) getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
display.getMetrics(metrics);
int screenHeight = display.getHeight();
return screenHeight;
}
public void render(){
Canvas canvas = null;
try{
canvas = this._surfaceHolder.lockCanvas(null);
synchronized (this._surfaceHolder) {
this.onDraw(canvas);
}
}finally{
if(canvas != null){
this._surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
};
public void start(){
this.spriteThread.switchOn();
}
public void stop(){
boolean retry = true;
this.spriteThread.switchOff();
while (retry) {
try {
this.spriteThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public int getLeft() {
return 0;
}
public int getRight() {
return this.theBackgroundImage.getWidth();
}
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this.theBackgroundImage = oneBackImage;
this.addSprites();
}
private void addSprites() {
Point startPoint = new Point(100, 100);
this._sprites.add(new SpriteOne(this._context, this, startPoint, 90));
Point startPoint1 = new Point(100, 300);
this._sprites.add(new SpriteOne(this._context, this, startPoint1, 50));
Point startPoint2 = new Point(200, 200);
this._sprites.add(new SpriteOne(this._context, this, startPoint2, 15));
}
private void renderBackGround(Canvas canvas)
{
canvas.drawBitmap(this.theBackgroundImage, 0, 0, null);
}
}
I added the answer to the original post, hope this helps someone.
Sam
Sorry about that folks, new to this method of using a forum
Here is the answer, I added comments in the code where I made the changes for scaling images.
This method can also be used for positioning also.
Here is the answer.
public class TheTemplate {
private SpriteThread spriteThread;
private SurfaceHolder _surfaceHolder;
private ArrayList<Renderable> _sprites;
public Bitmap _backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.sky);;
private Context _context;
// add rescale stuff
//private SpriteAnimationActivityEngine theTest;
private Bitmap theBackgroundImage;
private float totalHeight = _backgroundImage.getHeight();
private int screenSized = initFrameParams();
private float theScaler = (float) (screenSized / totalHeight);
private Bitmap oneBackImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
int initFrameParams()
{
DisplayMetrics metrics = new DisplayMetrics();
Display display = ((WindowManager) getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
display.getMetrics(metrics);
int screenHeight = display.getHeight();
return screenHeight;
}
public void render(){
Canvas canvas = null;
try{
canvas = this._surfaceHolder.lockCanvas(null);
synchronized (this._surfaceHolder) {
this.onDraw(canvas);
}
}finally{
if(canvas != null){
this._surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
};
public void start(){
this.spriteThread.switchOn();
}
public void stop(){
boolean retry = true;
this.spriteThread.switchOff();
while (retry) {
try {
this.spriteThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public int getLeft() {
return 0;
}
public int getRight() {
return this.theBackgroundImage.getWidth();
}
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this.theBackgroundImage = oneBackImage;
this.addSprites();
}
private void addSprites() {
Point startPoint = new Point(100, 100);
this._sprites.add(new SpriteOne(this._context, this, startPoint, 90));
Point startPoint1 = new Point(100, 300);
this._sprites.add(new SpriteOne(this._context, this, startPoint1, 50));
Point startPoint2 = new Point(200, 200);
this._sprites.add(new SpriteOne(this._context, this, startPoint2, 15));
}
private void renderBackGround(Canvas canvas)
{
canvas.drawBitmap(this.theBackgroundImage, 0, 0, null);
}
}