ShareIntroduction
If you're new, to see the
first part, go
here.Second part here.Third part here.Fourth part here.
Graphics in Android - Part V
The
fifth part of this series will let the icons move around.
What do we need, if we want to have the icons move around? Right, we need the direction of the movement and the speed. For this we need a new inner class comparable with the inner class
Coordinates in our class
GraphicObject.
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public class Speed { public static final int X_DIRECTION_RIGHT = 1; public static final int X_DIRECTION_LEFT = -1; public static final int Y_DIRECTION_DOWN = 1; public static final int Y_DIRECTION_UP = -1; private int _x = 1; private int _y = 1; private int _xDirection = X_DIRECTION_RIGHT; private int _yDirection = Y_DIRECTION_DOWN; /** * @return the _xDirection */ public int getXDirection() { return _xDirection; } /** * @param direction the _xDirection to set */ public void setXDirection(int direction) { _xDirection = direction; } public void toggleXDirection() { if (_xDirection == X_DIRECTION_RIGHT) { _xDirection = X_DIRECTION_LEFT; } else { _xDirection = X_DIRECTION_RIGHT; } } /** * @return the _yDirection */ public int getYDirection() { return _yDirection; } /** * @param direction the _yDirection to set */ public void setYDirection(int direction) { _yDirection = direction; } public void toggleYDirection() { if (_yDirection == Y_DIRECTION_DOWN) { _yDirection = Y_DIRECTION_UP; } else { _yDirection = Y_DIRECTION_DOWN; } } /** * @return the _x */ public int getX() { return _x; } /** * @param speed the _x to set */ public void setX(int speed) { _x = speed; } /** * @return the _y */ public int getY() { return _y; } /** * @param speed the _y to set */ public void setY(int speed) { _y = speed; } public String toString() { String xDirection; if (_xDirection == X_DIRECTION_RIGHT) { xDirection = "right"; } else { xDirection = "left"; } return "Speed: x: " + _x + " | y: " + _y + " | xDirection: " + xDirection; } }
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Now we need to make a class variable for the speed, a getter method and the initialization inside the constructor of our
GraphicObject class.
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// code snipped private Speed _speed; public GraphicObject(Bitmap bitmap) { _bitmap = bitmap; _coordinates = new Coordinates(); _speed = new Speed(); } public Speed getSpeed() { return _speed; } // code snipped
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The next step is a new function we will call
updatePhysics(). This will be a method from our
Panel class.
Inside this method we will iterate over every added
GraphicObject object and calculate the new position depending on speed and last position. The method will also handle the border collision with the panel borders so the icons will never have a position outside the visibility. The most things are stupid math for pixel calculation so I won’t do into details.
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public void updatePhysics() { GraphicObject.Coordinates coord; GraphicObject.Speed speed; for (GraphicObject graphic : _graphics) { coord = graphic.getCoordinates(); speed = graphic.getSpeed(); // Direction if (speed.getXDirection() == GraphicObject.Speed.X_DIRECTION_RIGHT) { coord.setX(coord.getX() + speed.getX()); } else { coord.setX(coord.getX() - speed.getX()); } if (speed.getYDirection() == GraphicObject.Speed.Y_DIRECTION_DOWN) { coord.setY(coord.getY() + speed.getY()); } else { coord.setY(coord.getY() - speed.getY()); } // borders for x... if (coord.getX() < 0) { speed.toggleXDirection(); coord.setX(-coord.getX()); } else if (coord.getX() + graphic.getGraphic().getWidth() > getWidth()) { speed.toggleXDirection(); coord.setX(coord.getX() + getWidth() - (coord.getX() + graphic.getGraphic().getWidth())); } // borders for y... if (coord.getY() < 0) { speed.toggleYDirection(); coord.setY(-coord.getY()); } else if (coord.getY() + graphic.getGraphic().getHeight() > getHeight()) { speed.toggleYDirection(); coord.setY(coord.getY() + getHeight() - (coord.getY() + graphic.getGraphic().getHeight())); } } }
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The last step is pretty simple: Add a method call of
updatePhysics() to the
run() method of our
TutorialThread directly above the
onDraw() call.
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@Override public void run() { Canvas c; while (_run) { c = null; try { c = _surfaceHolder.lockCanvas(null); synchronized (_surfaceHolder) { _panel.updatePhysics(); _panel.onDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { _surfaceHolder.unlockCanvasAndPost(c); } } } }
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Finally I would like to advise you a good article about the
different ways to implement a game loop.
If you want to change the speed and the direction of each icon, feel free to implement it inside the
onTouchEvent() method. A possibility is to use random settings for the speed and the direction.
Full source code:
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package com.droidnova.android.tutorial2d; import java.util.ArrayList; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.os.Bundle; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.Window; public class Tutorial2D extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(new Panel(this)); } class Panel extends SurfaceView implements SurfaceHolder.Callback { private TutorialThread _thread; private ArrayList<GraphicObject> _graphics = new ArrayList<GraphicObject>(); public Panel(Context context) { super(context); getHolder().addCallback(this); _thread = new TutorialThread(getHolder(), this); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { synchronized (_thread.getSurfaceHolder()) { if (event.getAction() == MotionEvent.ACTION_DOWN) { GraphicObject graphic = new GraphicObject(BitmapFactory.decodeResource(getResources(), R.drawable.icon)); graphic.getCoordinates().setX((int) event.getX() - graphic.getGraphic().getWidth() / 2); graphic.getCoordinates().setY((int) event.getY() - graphic.getGraphic().getHeight() / 2); _graphics.add(graphic); } return true; } } public void updatePhysics() { GraphicObject.Coordinates coord; GraphicObject.Speed speed; for (GraphicObject graphic : _graphics) { coord = graphic.getCoordinates(); speed = graphic.getSpeed(); // Direction if (speed.getXDirection() == GraphicObject.Speed.X_DIRECTION_RIGHT) { coord.setX(coord.getX() + speed.getX()); } else { coord.setX(coord.getX() - speed.getX()); } if (speed.getYDirection() == GraphicObject.Speed.Y_DIRECTION_DOWN) { coord.setY(coord.getY() + speed.getY()); } else { coord.setY(coord.getY() - speed.getY()); } // borders for x... if (coord.getX() < 0) { speed.toggleXDirection(); coord.setX(-coord.getX()); } else if (coord.getX() + graphic.getGraphic().getWidth() > getWidth()) { speed.toggleXDirection(); coord.setX(coord.getX() + getWidth() - (coord.getX() + graphic.getGraphic().getWidth())); } // borders for y... if (coord.getY() < 0) { speed.toggleYDirection(); coord.setY(-coord.getY()); } else if (coord.getY() + graphic.getGraphic().getHeight() > getHeight()) { speed.toggleYDirection(); coord.setY(coord.getY() + getHeight() - (coord.getY() + graphic.getGraphic().getHeight())); } } } @Override public void onDraw(Canvas canvas) { canvas.drawColor(Color.BLACK); Bitmap bitmap; GraphicObject.Coordinates coords; for (GraphicObject graphic : _graphics) { bitmap = graphic.getGraphic(); coords = graphic.getCoordinates(); canvas.drawBitmap(bitmap, coords.getX(), coords.getY(), null); } } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } @Override public void surfaceCreated(SurfaceHolder holder) { _thread.setRunning(true); _thread.start(); } @Override public void surfaceDestroyed(SurfaceHolder holder) { // simply copied from sample application LunarLander: // we have to tell thread to shut down & wait for it to finish, or else // it might touch the Surface after we return and explode boolean retry = true; _thread.setRunning(false); while (retry) { try { _thread.join(); retry = false; } catch (InterruptedException e) { // we will try it again and again... } } } } class TutorialThread extends Thread { private SurfaceHolder _surfaceHolder; private Panel _panel; private boolean _run = false; public TutorialThread(SurfaceHolder surfaceHolder, Panel panel) { _surfaceHolder = surfaceHolder; _panel = panel; } public void setRunning(boolean run) { _run = run; } public SurfaceHolder getSurfaceHolder() { return _surfaceHolder; } @Override public void run() { Canvas c; while (_run) { c = null; try { c = _surfaceHolder.lockCanvas(null); synchronized (_surfaceHolder) { _panel.updatePhysics(); _panel.onDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { _surfaceHolder.unlockCanvasAndPost(c); } } } } } class GraphicObject { public class Speed { public static final int X_DIRECTION_RIGHT = 1; public static final int X_DIRECTION_LEFT = -1; public static final int Y_DIRECTION_DOWN = 1; public static final int Y_DIRECTION_UP = -1; private int _x = 1; private int _y = 1; private int _xDirection = X_DIRECTION_RIGHT; private int _yDirection = Y_DIRECTION_DOWN; /** * @return the _xDirection */ public int getXDirection() { return _xDirection; } /** * @param direction the _xDirection to set */ public void setXDirection(int direction) { _xDirection = direction; } public void toggleXDirection() { if (_xDirection == X_DIRECTION_RIGHT) { _xDirection = X_DIRECTION_LEFT; } else { _xDirection = X_DIRECTION_RIGHT; } } /** * @return the _yDirection */ public int getYDirection() { return _yDirection; } /** * @param direction the _yDirection to set */ public void setYDirection(int direction) { _yDirection = direction; } public void toggleYDirection() { if (_yDirection == Y_DIRECTION_DOWN) { _yDirection = Y_DIRECTION_UP; } else { _yDirection = Y_DIRECTION_DOWN; } } /** * @return the _x */ public int getX() { return _x; } /** * @param speed the _x to set */ public void setX(int speed) { _x = speed; } /** * @return the _y */ public int getY() { return _y; } /** * @param speed the _y to set */ public void setY(int speed) { _y = speed; } public String toString() { String xDirection; if (_xDirection == X_DIRECTION_RIGHT) { xDirection = "right"; } else { xDirection = "left"; } return "Speed: x: " + _x + " | y: " + _y + " | xDirection: " + xDirection; } } /** * Contains the coordinates of the graphic. */ public class Coordinates { private int _x = 100; private int _y = 0; public int getX() { return _x + _bitmap.getWidth() / 2; } public void setX(int value) { _x = value - _bitmap.getWidth() / 2; } public int getY() { return _y + _bitmap.getHeight() / 2; } public void setY(int value) { _y = value - _bitmap.getHeight() / 2; } public String toString() { return "Coordinates: (" + _x + "/" + _y + ")"; } } private Bitmap _bitmap; private Coordinates _coordinates; private Speed _speed; public GraphicObject(Bitmap bitmap) { _bitmap = bitmap; _coordinates = new Coordinates(); _speed = new Speed(); } public Bitmap getGraphic() { return _bitmap; } public Speed getSpeed() { return _speed; } public Coordinates getCoordinates() { return _coordinates; } } }
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Byee!!! Go to
Part VI
This is a good tutorial for beginners......Thank You...