I sorted this out.

i++

On Sun, Mar 29, 2009 at 12:31 PM, robotissues <[email protected]>wrote:

>
> Still digging but I have example code.  I am able to capture the
> bitmap, but now the screen flickers.  The idea here is that the
> refresh_background flag gets raised when I need to hold the
> background.  Advice super appreciated (especially if I am on the
> totally wrong track!).
>
>        private boolean refresh_background = true;
>
>        private void doDraw(Canvas canvas) {
>
>                if (refresh_background || background == null) background =
> refresh_background(canvas);
>                canvas.drawBitmap(background, 0, 0, mPaint);
>        }
>
>        private Bitmap refresh_background(Canvas canvas){
>
>                refresh_background = false;
>
>                canvas.drawColor(Color.WHITE);
>                canvas.drawCircle((float)200, (float)200, 50, mPaint);
>
>                System.out.println ("draw background");
>
>                return (getDrawingCache());
>         }
>
>
>
>
> On Mar 28, 6:05 pm, robotissues <[email protected]> wrote:
> > I am unsure of the jargon so please bear with me, I am seeking advice
> > on the best way to go about drawing the graphics for an app I am
> > developing.
> >
> > Imagine you are creating a game of checkers, where you can drag/drop
> > one piece at a time to a blank space on the board.   When the piece is
> > being moved, it seems to me that you should not need to redraw all of
> > the pieces that are not being moved.
> >
> > Using the LunarLander example, is there a way to store the background
> > image and only draw the piece being moved over it?  I have been trying
> > to figure out a way to capture the canvas as an bitmap that is
> > occasionally refreshed.  Is there a way to do this?
> >
>

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