Drawing a gameboard like checkers in Android - 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.

Related

LibGdx Dynamic (Runtime) Textures

I am drawing some dots to represent players of two teams on a map.
Each team has its own colour.
Important to note that the dot contains two circles, outer border and a inner fill so there will be two colours, with the border always being the same.
It makes sense for me to generate this at runtime rather than packing a texture for each combination.
Upon research, there seems to many ways to achieve this but each has a associated problem
ShapeRenderer
ShapeRenderer is for debugging purposes and should not be used for usual drawing as stated by a LibGdx developer here
http://badlogicgames.com/forum/viewtopic.php?t=8573&p=38930
For this reason I avoided using this
Pixmap
This was very promising, I liked the idea that I could just generate two textures and re-use them for each sprite. The biggest problem with this is that Textures made via Pixmap are un-managed so if the OpenGL context is lost and regained (This can be easily reproduced in an Android application, if the user backgrounds the app and restores it from foreground). I am primarily targetting Android so this an issue for me
Texture Re-Colour
Was thinking I could create a grey scale dot and re-colour it but since my asset has two parts to it, I am not sure how I could selectively choose the inner circle and fill it.
Question 1 How Do I Restore Pixmap Texture On Context Loss?
I have not found an example which details how to do this? I assume it is going to be done in the resume lifecycle callback but what do I need to do?
Question 2 Alternative Way?
Is there an alternative way for my issue perhaps?
Thanks for reading!
Load just one texture with white circle. Use SpriteBatch to draw players: first call batch.setColor(borderColor) and draw the circle Texture with outer radius, then call batch.setColor(fillColor) and draw it with inner radius. Sure there is a some performance impact because of drawing fill part twice, but if circles are small enough the impact is going to be negligible.

Android: draw figures on canvas

I m working on canvas. Here I just want to draw some geometric figures on canvas which may be resized according to the touch_move positions. By figures , I just meant triangle,rectangle,circle and some polygons. Is there a way to achieve this? . I haven't seen such apps which can draw these figures over canvas. So this seems to be complicated.. Thanks in advance
See this link.
If your application does not require a significant amount of processing or frame-rate speed (perhaps for a chess game, a snake game, or another slowly-animated application), then you should consider creating a custom View component and drawing with a Canvas in View.onDraw(). The most convenient aspect of doing so is that the Android framework will provide you with a pre-defined Canvas to which you will place your drawing calls.
I'm sure you can find some open-sourced out-of-the-box solutions for this if you tried a little.
If you actually want to learn something you should read the tutorials of per example;
-Custom Views
-OpenGL
After doing the tutorials, you'll have 2 ways to draw basic shapes, a triangle and a circle I believe, already done.

Using vector graphics on android

I'm currently attempting to make a simple 2D CAD-type viewer app for Android. Basically the input file contains a bunch of primitives (rectangles, lines, circles, octagons, that type of thing), and the goal is to draw these to the screen at whatever coordinates/sizes they offer.
My initial instinct is to use a Canvas to draw these to, using a quadtree or some similar structure to track which items will show up on the screen at any given time.
Does anyone have any recommendations here for a better way to implement this (my graphics programming experience is minimal, and hence I'm having problems even finding a starting point to Google from)?
Thanks in advance,
-Ross
That's a very broad question so my answer will only point at classes that you should be looking at.
Extend a surfaceView to be your cadView, that way you'll be all the calculation outside the main thread.
you'll still have to draw on the canvas.
from the canvas you can getWidth() and getHeight() and use those values for base comparison on your positions.
Canvas have some primitives drawings types like arc, circle, point.
Further you can use Path to draw full figures, line, filling, quadratic, etc.
for backgrounds you can create color drawables and draw it on the canvas.
and that's pretty much it.

Android View options - draw to a canvas directly or use views

I'm converting a project that I wrote in AIR a long time ago to native Android. In AIR, positioning views was fairly easy in x,y coordinate systems. With native Android though, I am trying to approach this in a correct way, but I'm unsure how to approach.
My view will consist of two circles in the background, with small objects within those circles that can roll around. There will be another view drawn on top of the circles to make it seem like there is glass over the circle, entrapping the small objects. The small objects are bound to the background circles.
I guess what I'm really asking is canvas drawing the best approach here, or is a view-based layout workable as well?
It sounds like your best option would be to use a SurfaceView. This is basically a hardware accelerated canvas. On of the benefits is that you can overlay standard widgets over top of it if you need to so you can mix and match custom and standard components. Here is a link to a website that walks you through getting a SurfaceView up and running

can we display a mapView like google earth(see screens)

ok to clarify. i understand that the map data is basically some images grouped in bounding boxes and drawn on a 2d canvas. is it possible to rotate the whole view so that it looks like on the image i posted from google earth, to get a kind of fly-over look? i know that there is a class in adroid used for 3d rotations on images(the camera class Graphics.camera)
There was a nice tutorial not long ago from sony-erricson with their 3d listview describing its functionality, but i don't think i can achieve what i need with it. is there a way that a view can be rendered maybe on a GL surface?
i realize that this isn't that simple to do but any suggestions or ideas on the matter can be helpful.
so where do i start?
tnx.
Very straightforward with OpenGL. Use triangles laid out in a huge grid and texture map accordingly, setup a camera and you are done. You even get elevations etc right with heightmapped terrain.

Categories

Resources