Have a look at Canvas.scale() you can use this to setup a virtual
drawing space that is independant of the phystal device.

Lots of discussions in this group if you search on "canvas scale"

On Jul 25, 9:25 am, Jyoti singh <[email protected]> wrote:
> Hi Haim,
>
> please look into the below problem .I think you have some solution for this
> problem.
>
> Thanks,
> Jyoti
>
> On Sun, Jul 25, 2010 at 1:28 PM, Kakyoin <[email protected]> wrote:
> > Hi.
>
> > I've read the article "Supporting Multiple Screen" on Android
> > developers site. But that doesn't apply to game logic.
>
> > Let me get straight to the point. My situation is as follows:
>
> > - I'm creating a game using LunarLander code as a base.
>
> > - In my game, there'll be an object flying up from the bottom of the
> > screen. The object will fly in projectile motion.
>
> > - I set the starting velocity, gravity and angle so that the highest
> > point(of projectile motion) is almost at the top of the screen.
>
> > - The screen tested is Motorola Milestone. (480x854 resolution)
> > Meaning the object travels around 854 pixels vertically.
>
> > --- Problem ---
> > When I test the game on small device (Android Dev Phone 1/G1) which is
> > 320x480.(has only 480 pixels vertical)  The object fly out of the
> > screen because it is set to travel for 854 pixels.
>
> > I'm thinking of adjusting starting velocity based on screensizes. But
> > that sounds unreliable when we've so many devices/resolutions out
> > there.
>
> > How do you combat these kind of problem when making games?
>
> > Thank you in advance!
>
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