Thank you! I am using SurfaceView now in my game and it is really f****** FAST!! :-) thanks! I found this good tutorial here: http://www.droidnova.com/playing-with-graphics-in-android-part-i,147.html
Martin On 2 Jan., 14:16, ko5tik <kpriblo...@yahoo.com> wrote: > Depending on UI event handling to produce smooth > and accurately timed animations is usually bad idea > > In your code, if you remove delay you are just trashing > event pipeline, so UI will (and certainly does) become irresponsive. > And if you keep it in, your delays are unpredictable > (let me Guess, you are sending messages because you can not > affect UI from non UI thread? ) > > I recommend to look into LunarLander sample. Basic idea for smooth > animation is: > 1. Use Surface to draw ( any SurfaceHolder subclass ), you can access > it from any thread > 2. You animation loop looks OK > 3. I would recommend to create something like finite automate / state > engine > to provide smooth and controlled transition between game states > > You drawing method would look like: > redraw() { > // field is prepared > Canvas canvas = holder.lockCanvas(); > // draw background > canvas.drawBitmap(field, 0, 0, null); > ... draw whatever you like > // push it to the screen > holder.unlockCanvasAndPost(canvas); > > } > > have fun -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en