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2014/10/16 ¤W¤È 08:24:53

android Programming Glossary: sprites

Android webview late rendering

http://stackoverflow.com/questions/13904315/android-webview-late-rendering

try to use them only as visuals. If you can't avoid this sprites are always a good idea. Debugging Can be painful. I found weinre..

OpenGL extensions available on different Android devices [closed]

http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices

I'm supporting three different techniques of drawing sprites the basic way using vertex arrays slow using vertex buffer objects.. the draw_texture extension fastest but only for basic sprites i.e. no transforming Vertex arrays are supported in OpenGL ES..

Playing multiple sounds using SoundManager

http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager

so you understand how I map particular sounds to specific sprites. Next we queue up sounds with playSound . Each time this happens..

Live Wallpaper Tutorial

http://stackoverflow.com/questions/4302709/live-wallpaper-tutorial

0 0 null Log.d TAG Drawing finished. Update the animation sprites or whatever. If there is nothing to animate set the wait attribute..

Android: tween animation of a bitmap

http://stackoverflow.com/questions/5437936/android-tween-animation-of-a-bitmap

tween animation of a bitmap My app implements its own sprites by calling the following in my view's onDraw method canvas.drawBitmap.. enhance the animation by morphing between images for the sprites when certain events occur. For example when a collision happens.. in onDraw using tween animation Or do I need to convert my sprites to use some sort of ImageView If the latter can you point me..

Drawable vs. Bitmap

http://stackoverflow.com/questions/5876952/drawable-vs-bitmap

confused as to when I should use Bitmap or Drawable for my sprites in my game. What's the difference Which one is better faster.. game. What's the difference Which one is better faster for sprites and which one is better for a static background android mobile.. find that memory for example will be an issue and how many sprites you want to have on the screen at one time will be an issue...

Getting the pixel color value of a point on an Android View that includes a Bitmap-backed Canvas

http://stackoverflow.com/questions/6272859/getting-the-pixel-color-value-of-a-point-on-an-android-view-that-includes-a-bitm

... etc. to a Bitmap backed Canvas . I draw child objects sprites by having them write to the Canvas passed to the View's onDraw.. lines etc. canvas.drawBitmap bitmap 0 0 null 3. Redraw the sprites. for Sprite sprite sprites sprite.onDraw canvas What would.. bitmap 0 0 null 3. Redraw the sprites. for Sprite sprite sprites sprite.onDraw canvas What would be the best way to get a pixel's..

Causing OutOfMemoryError in Frame by Frame Animation in Android

http://stackoverflow.com/questions/8692328/causing-outofmemoryerror-in-frame-by-frame-animation-in-android

draw their graphics from combinations of smaller graphics sprites or 2D or 3D primitives rectangles triangles . Drawing a full..

Dealing with different aspect ratios in libgdx

http://stackoverflow.com/questions/9198932/dealing-with-different-aspect-ratios-in-libgdx

won't work as intended on other screen sizes because the sprites go par the screen boundaries and are not scaled to the screen..

Android webview late rendering

http://stackoverflow.com/questions/13904315/android-webview-late-rendering

Make use of the css3 friendly environment optimize images and try to use them only as visuals. If you can't avoid this sprites are always a good idea. Debugging Can be painful. I found weinre very useful http people.apache.org ~pmuellr weinre docs..

OpenGL extensions available on different Android devices [closed]

http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices

ES powered framework for my next Android game s . Currently I'm supporting three different techniques of drawing sprites the basic way using vertex arrays slow using vertex buffer objects VBOs faster using the draw_texture extension fastest.. vertex arrays slow using vertex buffer objects VBOs faster using the draw_texture extension fastest but only for basic sprites i.e. no transforming Vertex arrays are supported in OpenGL ES 1.0 and thus in every Android device. I'm guessing most if..

Playing multiple sounds using SoundManager

http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager

Each Index in this case corresponds to a sprite id. Just so you understand how I map particular sounds to specific sprites. Next we queue up sounds with playSound . Each time this happens a soundId is dropped into a stack which I then pop whenever..

Live Wallpaper Tutorial

http://stackoverflow.com/questions/4302709/live-wallpaper-tutorial

current canvas.drawColor Color.BLACK canvas.drawBitmap b 0 0 null Log.d TAG Drawing finished. Update the animation sprites or whatever. If there is nothing to animate set the wait attribute of the thread to true private void updatePhysics if nothing..

Android: tween animation of a bitmap

http://stackoverflow.com/questions/5437936/android-tween-animation-of-a-bitmap

tween animation of a bitmap My app implements its own sprites by calling the following in my view's onDraw method canvas.drawBitmap sprite.getBitmap sprite.getX sprite.getY null The.. and so far this has worked out great. But now I'd like to enhance the animation by morphing between images for the sprites when certain events occur. For example when a collision happens I would like to play an animation of an explosion. My idea.. configuration. Is there a way to animate a bitmap as drawn in onDraw using tween animation Or do I need to convert my sprites to use some sort of ImageView If the latter can you point me to an example of proper sprite animation in Android Thanks..

Drawable vs. Bitmap

http://stackoverflow.com/questions/5876952/drawable-vs-bitmap

at some code from the samples provided in the SDK I am confused as to when I should use Bitmap or Drawable for my sprites in my game. What's the difference Which one is better faster for sprites and which one is better for a static background.. when I should use Bitmap or Drawable for my sprites in my game. What's the difference Which one is better faster for sprites and which one is better for a static background android mobile android sdk 2.2 share improve this question To get an..

Getting the pixel color value of a point on an Android View that includes a Bitmap-backed Canvas

http://stackoverflow.com/questions/6272859/getting-the-pixel-color-value-of-a-point-on-an-android-view-that-includes-a-bitm

draw lines etc. with Canvas.drawText ... Canvas.drawLine ... etc. to a Bitmap backed Canvas . I draw child objects sprites by having them write to the Canvas passed to the View's onDraw Canvas canvas method. Here is the onDraw method from my class.. background image. super.onDraw canvas 2. Redraw any text lines etc. canvas.drawBitmap bitmap 0 0 null 3. Redraw the sprites. for Sprite sprite sprites sprite.onDraw canvas What would be the best way to get a pixel's color value that would take.. canvas 2. Redraw any text lines etc. canvas.drawBitmap bitmap 0 0 null 3. Redraw the sprites. for Sprite sprite sprites sprite.onDraw canvas What would be the best way to get a pixel's color value that would take into account all of those..

Causing OutOfMemoryError in Frame by Frame Animation in Android

http://stackoverflow.com/questions/8692328/causing-outofmemoryerror-in-frame-by-frame-animation-in-android

Most high performance graphics applications e.g. games draw their graphics from combinations of smaller graphics sprites or 2D or 3D primitives rectangles triangles . Drawing a full screen bitmap for every frame is effectively the same as rendering..

Dealing with different aspect ratios in libgdx

http://stackoverflow.com/questions/9198932/dealing-with-different-aspect-ratios-in-libgdx

was meant for a 640 x 480 size screen 4 3 Aspect ratio it won't work as intended on other screen sizes because the sprites go par the screen boundaries and are not scaled to the screen size at all. Moreover if simple scaling would have been provided..