Guys, I have tried to use AnimationDrawable and could never get to
make it work.

This is what I've tried to do:

http://groups.google.com/group/android-beginners/browse_thread/thread/12b1af591d8dfbf0?hl=en

Grateful for any insights from any of you.

Cheers

Cass



On May 18, 11:36 am, ayush <ayushv2...@gmail.com> wrote:
> there is no Sprite class available like the one in J2ME. like nicholas
> suggests - u might want to write your own custom sprite class with the
> same functionality. i managed to avoid it on my current project, but i
> guess sooner or later i'll have to write my own game API. here is what
> i have in mind:
>
> 1) the basic Sprite class will extend the BitmapDrawable class in the
> android.graphics.drawables package
> 2) the new extended class will have a Rect or a RectF member variable
> to keep track of its position on screen. The Rect and RectF classes
> already have useful methods that can be used for detecting collisions
> 3) the BitmapDrawable class has an existing setBounds() method which
> contains the actual position to draw the screen
>
>    the methods for translating / scaling a bitmap within its bounds
> are not very useful especially when you have a number of "frames" in
> your sprite. perhaps u'll need to have an array of bitmaps where each
> bitmap represents one frame in the animation. again - this will be
> specific to the game at hand.
>
>   actually, ALL of the above tasks, including the animation
> functionality can be implemented using the AnimationDrawable class
> that is part of the same graphics package as BitmapDrawable. however,
> despite many attempts i was unable to get it to work in my program.
> the animation never moved beyond the first frame. apparently other
> people have faced the same problem ... but i am yet to receive a
> response to my query posted a few weeks ago. after extensive googling
> on the subject i came across some complicated solutions, but i never
> got round to implementing them coz i really didnt need animation in my
> current project. i managed to create a workaround using static images
> instead.
>    i'd suggest u try AnimationDrawable once ... if it works then it
> will solve all your problems.
>
> ~ayush.
>
> On May 17, 8:31 pm, Nicholas Radford <nikradf...@googlemail.com>
> wrote:
>
> > Take a look at 
> > <http://developer.android.com/reference/android/graphics/Canvas.html#d...,
> > android.graphics.Rect, android.graphics.RectF, 
> > android.graphics.Paint)>http://developer.android.com/reference/android/graphics/Canvas.html
>
> > drawBitmap calls, (if your using the Android graphics and not the OpenGl
> > graphics libs)
>
> > You'll see this one in particular
>
> > drawBitmap<http://developer.android.com/reference/android/graphics/Canvas.html#d...,
> > android.graphics.Rect, android.graphics.RectF, android.graphics.Paint)>(
> > Bitmap <http://developer.android.com/reference/android/graphics/Bitmap.html>
> >  bitmap, 
> > Rect<http://developer.android.com/reference/android/graphics/Rect.html>
> >  src, 
> > RectF<http://developer.android.com/reference/android/graphics/RectF.html>
> >  dst, 
> > Paint<http://developer.android.com/reference/android/graphics/Paint.html>
> >  paint)Draw the specified bitmap, scaling/translating automatically to fill
> > the destination rectangle.
>
> > Where Bitmap is your Sprite sheet, src is a rectangle on your sprite sheet
> > (just the section you want to draw) and dst is a destination rectangle on
> > the canvas (where you want to draw it), and paint is your paint object.
>
> > I'd give example code, but I've not actually written anything for android
> > yet, so my example code would not be the best to learn from. Hopefully
> > though, that function will show you the way.
>
> > Nik
>
> > 2009/5/17 G. Murat Taşbaşı <gmt...@gmail.com>
>
> > >         Hi guys,
>
> > >         For a 2D game programming, I'm trying to learn about loading an
> > > image file for all states of a game character (simply a walking soldier 
> > > lets
> > > say) and simply animate it. I think this classic method is called as 
> > > sprite
> > > imaging that you load whole image of all states of the character that you
> > > want to animate.
>
> > > Is there anyone that can provide some sample code about this or at least
> > > can you tell me which classes to use, how to refer some 'part of' whole
> > > image file and animate it etc.
>
> > >         Your help is much appreciated.
>
> > >         Thanks a lot.
>
>
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