Hello,

i am developing a game where something happens with some objects in one 
thread and the situation is painted every 150 ms. Currenty I experimented 
with painting on a java.awt.Canvas, which works fine.

But now I would like to paint in android instead. I am looking for some 
tips how to start this.

In android I have seen an example where you can paint on a 
android.view.View. However, I don't know, if it would perform well, if I 
paint there like I did on the java.awt.Cavas.

I attach my painting on the java.awt.Canvas for better understanding.

br
Tobias

[code]
public void paint(Graphics g) {
        
        if (offscreen == null) {
            offscreenImage = this
                    .createImage(getSize().width, getSize().height);
            offscreen = offscreenImage.getGraphics();
        }
        
        

        // Felder
        offscreen.setColor(colBG);
        for (int x = 0; x < this.spielfeld.WIDTH; x++) {
            for (int y = 0; y < this.spielfeld.HEIGHT; y++)
                
                offscreen.fillRect(x * fieldSize, y * fieldSize, fieldSize,
                        fieldSize);
        }
        
        // Hindernisse
        for (Iterator<Objekt> oiter = spielfeld.getObjekte().iterator(); 
oiter.hasNext();) {
            Objekt o = oiter.next();
            for (Iterator<Position> iter =  o.getPositions().iterator(); 
iter.hasNext();) {
                Position p = iter.next();
                offscreen.setColor(Color.blue);
                int big = (int)(fieldSize*1.7);
                if (o instanceof See)
                    offscreen.fillOval(p.x * fieldSize, p.y * fieldSize, 
big, big);
                else
                    offscreen.drawRect(p.x * fieldSize, p.y * fieldSize, 
fieldSize, fieldSize);
            }
        }
        
        // Strassen
        offscreen.setColor(Color.yellow);
        for (Iterator<Strasse> iter = spielfeld.getStrassen().iterator(); 
iter.hasNext();) {
            Strasse s = iter.next();
            for (Iterator<Position> piter = s.getPositionen().iterator(); 
piter.hasNext();) {
                Position p = piter.next();
                offscreen.drawOval(p.x * fieldSize + 
fieldSize/2,p.y*fieldSize + fieldSize/2,fieldSize/2,fieldSize/2);
            }
        }
        
        
        // Ameisen
        for (Iterator<Ameise> iter = spielfeld.getAmeisen().iterator(); 
iter.hasNext();) {
            Ameise a = iter.next();
            Position p = a.getPosition();
            offscreen.setColor(Color.red);
            
            offscreen.drawImage(ameise[a.getRichtung()],p.x * 
fieldSize,p.y*fieldSize,fieldSize, fieldSize,this);             
            //offscreen.drawRect(p.x * fieldSize, p.y * fieldSize, 
fieldSize, fieldSize);
        }
        
        
            
        

        // Nest
       for (Iterator<Position> iPos = 
spielfeld.getNest().getPositions().iterator(); iPos.hasNext();) {
           Position p = iPos.next();
           offscreen.setColor(Color.green);
           offscreen.drawRect(p.x * fieldSize, p.y * fieldSize, fieldSize, 
fieldSize);
       }
       
       // Honig
       for (Iterator<Honigpot> iter = spielfeld.getHonig().iterator(); 
iter.hasNext();) {
           Honigpot h = iter.next();
           char symbol = h.getSymbol();
           for (Iterator<Position> iPos = h.getPositions().iterator(); 
iPos.hasNext();) {
               Position p = iPos.next();
               offscreen.setColor(Color.yellow);
               //offscreen.drawRect(p.x * fieldSize, p.y * fieldSize, 
fieldSize, fieldSize);
               int kap = h.getKapazitaet();
               int bild = 0;
               if (kap > 80)
                   bild = 0;
               else if (kap > 60)
                   bild = 1;
               else if (kap > 30)
                   bild = 2;
               else 
                   bild = 3;
               
               if (kap > 0)
                   offscreen.drawImage(honig[bild],p.x * 
fieldSize,p.y*fieldSize,fieldSize, fieldSize,this);
           }
       }

        g.drawImage(offscreenImage, 0, 0, this);
    }
[/code]

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