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

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