Thanks taking the time to write down those guides... that helps me
alot!!!

Cheers,
Avatar Ng
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On May 26, 4:11 am, Robert Green <[email protected]> wrote:
> It's usually a little more complicated than that because you need to
> have it handled by your loop and then there is variable timing, etc so
> I wrote this to get people started:
>
> http://www.rbgrn.net/content/253-main-loop-suitable-stable-animations
>
> It has some code that you may want to use.  Just load up all of your
> frames into an array of bitmaps and then have your draw code draw the
> appropriate bitmap into the correct spot, which is as easy as
> canvas.draw(bitmap, x, y, paint).
>
> If you need to scale or rotate it, you may want to use a matrix to
> draw and have it position (translate) scale and rotate.
>
> I just helped someone else doing the same thing.  It's not that hard
> after you've implemented it once.  There is some good discussion in
> the top comments on this post as well 
> -http://www.rbgrn.net/content/54-getting-started-android-game-development
>
> Good luck!
>
> On May 25, 1:08 pm, Alekh <[email protected]> wrote:
>
> > How do I add animated sprites to a custom view?
>
> > I have used AnimationDrawable object to execute the animation. The
> > animation works if I add the xml resource to the background of my
> > custom view. But I want to know how to draw the animationdrawable
> > directly on a canvas. Please help me with examples..
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