I basically used one bitmap, and a call to canvas after a specified
amount of time using a different drawing rectangle, and some canvas
transformations

On May 18, 4:18 am, Genc <gmt...@gmail.com> wrote:
> 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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