If your game is not a very time sensitive, you may as well use
ImageViews for tiles - then you will get honest touch events from
them.
If you are using SurfaceView , there is Callback surfaceChanged -
there you will get
hones resolution and can determine size and position of yout tiles
> On Ma
Hey Robert,
Thanks so much for your reply! I think you might be right that this
IS in fact a scaling issue. I'm sure I can run some tests by actually
drawing a dot at the actual screen coordinates and comparing where I
expect it to land. I got the jist of the issue right away when you
mentioned
Rocco, you're experiencing basic 2d scaling dilemma. There are
several ways you can go, each with its compromises.
The gist of it is that your game will need to work correctly on
screens ranging from 320x240 to 854x480 if you want to support every
android device. If you take off the qvga screens
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