i am developing checkers application for Android. I have drawn on Canvas gameboard and tiles for each side, also I have made selection of tiles by D-Pad. But what about, Android phone doesn't have D-Pad? There must be a way how to do that in touch (I touch a tile - it is selected now). Do you have any ideas?
Thanks
image of my Gameboard can be found here - http://img171.imageshack.us/img171/7814/checkers.gif
Another (easier?) alternative is to use Android's standard Button/ImageButton. You can customize its border and content, if you don't want the default border to show up.
The standard Buttons works with both touch and D-pad; so you can cut the amount of coding you need to make tiles that behave properly under both situations.
Store tile locations in a 2d Array. On the finger down event, check the event location against each tile. When you find the tile that was poked, select it.
Related
I am using this library
I am trying to create app with minimal possible zoom.
In my application I have small area where the images are presented as slide show. But the images are big so when kenburns effect starts it it zoomed too much.
How can I set the zoom level ?
You need to create your own TransitionGenerator. If you want the keep the random movement and control the zoom, a good place to start is to base your custom TransitionGenerator off this one. The highlighted line (120) uses a random zoom factor. Hardcoding it will do what you need.
I'm creating an Android board game with several differently shaped board spaces (like Risk).
I want to be sure that my board appears correct and that OnTouchListeners stay in place on the GUI regardless of screen size/resolution.
Possible solutions I have thought of and their problems:
Create a single image for the board and assign OnTouchListeners based upon pixel geometry. Problem: If the user's display is a different resolution, my Listener might not be under the same pixels as my image (right?)
Create several ImageButtons and arrange them together. Problem: the ImageButtons might get rearranged based upon the display and I would end up with overlapping spaces or gaps.
Use Android custom drawing. If I do this, how would I link my Listeners to my Canvas and be sure that they are synced?
Basic question:
How to be sure that listeners sync with graphics in a GUI that uses irregular geometry?
I worked on an app with irregular touch areas so I can give you guidance on one way to achieve this.
Start with a single image for your entire board. This image is going to have a certain ("intrinsic") width and height regardless of any device resolutions.
Now here comes the tedious part. You (or maybe your graphic designer) will need to plot out coordinates of an irregular polygon for each touch area. These will be constants to your application.
When you are displaying your board, if you are zooming and panning on the image, you want to keep track of the transform matrix for the display. When the user touches the screen, you will get x,y coordinates from OnTouchListener and for those to be useful, you will have to "de-transform" the x,y to normalize it against the intrinsic dimensions of the board and your polygons.
We rolled our own hit-testing logic using an algorithm from http://alienryderflex.com/polygon/, but you can also try this: Create a Path out of your polygon coordinates (using moveTo(), lineTo(), and close()), then assign the Path to a Region using Region.setPath(). Once you have that, supposedly you should be able to hit-test using Region.contains(x,y), but I've never tried it so I can't guarantee that's going to work.
I want to create some kind of a tower defense map using a background image which is fourth as large as the screen of the device (twice horizontal, twice vertical).
my question is, how can I do this best. I'm new to Android, just got some Java basics , and want ti try out some stuff.
I want the user to scroll over the entire map using their finger and want him to zoom in via 2 finger pinch, and of course the objects (towers, sprites) should stay were they are.
I've been searching for hours for now and only found answers like " use Scrollview". I just want a food for thought to get in the right way, maybe with some examples.
You can use ImageView and set appropriate onTouchListener where you will detect pinch-to-zoom gesture using GestureDetector and change view coordinates when user drags the finger.
I have received requirement like this http://www.youtube.com/watch?v=7MYQicokwmY&feature=plcp I am reviewing this requirement.As per requirement we have to build touch detection like in video link for Android enabled Tablets.
In that video toys (toys with circular, star or rectangle shape) uses Conductive Silicone Sensors with that they are detecting touch on screen & deciding shape of external world object like triangle,circle or a star & further processing the shape.
I have to use same touch detection for android tablets.Can anybody help me to find the way to implement this on Android platform ? Is there any API or framework to implement it?
If you see the video around 1:13, they show what I am guessing are some prototypes, the circle has three points, the hexagon too...
My best guess is that the biggest part of the object is non-conductive and only has a few points that are conductive and would actually register as touch points on the screen. The key is that each of them will be different enough that you would be able to recognize them no matter what the orientation is, what the position (and depending on your requirements whether you have several of those objects at the same time on the screen).
You can also play with the area of each conductive points so in your code, you will get the touch information, you can get different pressure values from the MotionEvent
Now how you place the conductive points and how many on each shape is completely up to you and would really depend on what your requirements are (recognizing arbitrary shape is not an option...)
Most touch screens would reject the touch if the area is too large (that's palm rejection), so I don't think there are much other ways to do this...
I am developing a puzzle game, where user has to arrange the images in the grid. The screenshot is given below
I want to able to drag the image of one cell of the grid to another cell. I searched many sites and every where I found examples with Drag and drop API (I.e. by using OnDragListener etc.) which was introduced in Android 3.0, but my application should run in Android 2.2.
So please help me how to implement it using Touching API (I.e. OnTouchListener etc.)
One way of doing it would be take the x & y location of the touch in relation to the grid.
IE. at 10x10 grid on a 100x100 area.
If the touch was at 25,25, it would choose square 2,2(using an array). You could then save that location to a variable (so as to move whatever piece to it that you are changing it with) and on drag update the bitmap x,y in relation to the touch.
Once you lift your finger at say, 75,75, it would set the puzzle piece at 7,7 and move that piece to 2,2.
I used something similar, less the drag, on my Lazer Maze Lite game. Mine was basically moving mirrors and bombs on touch though, but....
http://developer.android.com/guide/topics/ui/drag-drop.html