That's great guys, thanks a lot!

On May 18, 9:09 am, MrChaz <mrchazmob...@googlemail.com> wrote:
> Take a look at the Canvas method drawBitmap()
>
> http://developer.android.com/reference/android/graphics/Canvas.html#d...)
>
> with that one you can specify the bitmap (the sprite sheet), the
> subset of the bitmap you want to display (the current frame) and the
> destination on the screen.
>
> To make it animate you'll want to keep track of the amount of time
> you've displayed the current frame, you can do this by updating a
> counter by the amount of time that passes between each update call
> e.g. when you update model position etc.  When it exceeds whatever
> you've decided to be your frame-rate you change the current frame and
> reset the timer.
>
> I'll see if I can make some of my code a little more readable and post
> it up later if you're still stuck.
> On May 17, 4:23 pm, "g1port.com" <gmt...@gmail.com> wrote:
>
> >         Hi guys,
>
> >         For a 2D game programming, I'm trying to learn about loading
> > an image file for all states of a game character (simply a walking
> > soldier lets say) and simply animate it. I think this classic method
> > is called as sprite imaging that you load whole image of all states of
> > the character that you want to animate.
>
> > Is there anyone that can provide some sample code about this or at
> > least can you tell me which classes to use, how to refer some 'part
> > of' whole image file and animate it etc.
>
> >         Your help is much appreciated.
>
> >         Thanks a lot.
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