Did you try to have the rendering done in a seperate thread?
On Jul 21, 4:33 pm, klirr <haskell...@gmail.com> wrote:
> I use SurfaceView for my game, tried normal View first but that was to
> slow.
> Problem is, it still is. The redrawing just isn't anywhere fast enough
> for a game. So unless it is a lot faster on the real phone this won't
> cut it at all.
> Is it necessary to use OpenGL for games?
>
> package com.android.shmup;
>
> import android.app.Activity;
> import android.content.Context;
> import android.graphics.*;
> import android.os.Bundle;
> import android.view.View;
> import android.view.KeyEvent;
>
> public class Shmup extends Activity {
>
> @Override
> protected void onCreate(Bundle savedInstanceState) {
> super.onCreate(savedInstanceState);
> setContentView(new GameView(this));
> }
>
> private static class GameView extends View {
> private Paint mPaint = new Paint();
> private int x;
> private int y;
>
> public GameView(Context context) {
> super(context);
> x = 135;
> y = 303;
> setFocusable(true);
> requestFocus();
> }
>
> @Override
> protected void onDraw(Canvas canvas) {
> Paint paint = mPaint;
> canvas.translate(10, 10);
> canvas.drawColor(Color.rgb(184,134,11));
> paint.setColor(Color.rgb(107,142,35));
> paint.setStrokeWidth(1);
> canvas.drawRect(x, y, x+30, y+7, paint);
> canvas.drawRect(x+10, y+7, x+20, y+27, paint);
> canvas.drawRect(x+5, y+27, x+25, y+32, paint);
> }
>
> @Override
> public boolean onKeyDown(int keyCode, KeyEvent event) {
> if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
> y -= 3;
> invalidate();
> } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
> x -= 3;
> invalidate();
> } else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
> y += 3;
> invalidate();
> } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
> x += 3;
> invalidate();
> }
> return true;
> }
>
> }
>
>
>
> }- Hide quoted text -
>
> - Show quoted text -
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