Depending on UI event handling to produce smooth and accurately timed animations is usually bad idea
In your code, if you remove delay you are just trashing event pipeline, so UI will (and certainly does) become irresponsive. And if you keep it in, your delays are unpredictable (let me Guess, you are sending messages because you can not affect UI from non UI thread? ) I recommend to look into LunarLander sample. Basic idea for smooth animation is: 1. Use Surface to draw ( any SurfaceHolder subclass ), you can access it from any thread 2. You animation loop looks OK 3. I would recommend to create something like finite automate / state engine to provide smooth and controlled transition between game states You drawing method would look like: redraw() { // field is prepared Canvas canvas = holder.lockCanvas(); // draw background canvas.drawBitmap(field, 0, 0, null); ... draw whatever you like // push it to the screen holder.unlockCanvasAndPost(canvas); } have fun -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en