I agree 100% with Robert. For a real-time video game, you want to stay away from High-level GUI components.
Kofa, it sounds like you are making good progress. Are you using a SurfaceView to draw the world and cities onto yet? I recommend that you do not work on the Game Menu yet. In my opinion, the menu is secondary and gameplay is the most important aspect of developing games. Additionally, a menu can slow down the iterative development-testing process (unless you programmatically skip the menu, you will have to click through the menu EVERY time you test your game - which will be often). On Feb 25, 9:11 am, Robert Green <[email protected]> wrote: > Vlad and Kofa, > > I have to say again that all of that high level stuff (layouts and > imageviews) is totally inappropriate for a real-time game. Consider > loading all graphics into bitmaps, running a logic thread and drawing > to a SurfaceView. You will have far superior performance and can do > anything you want (so you won't be limited by some missing feature in > imageview). > > On Feb 25, 5:51 am, Vladimir <[email protected]> wrote: > > > > ImageView[] var1 = new ImageView[4]; > > > var1[0].SetId(100); > > > Wouldn't work with any non-primitive type. You only get an array of > > handles, need to initialize each object explicitly: > > ... > > var1[0] = new ImageView(...) > > var1[0].setId(100); > > ... > > > With regards to the 1st question, you can create an instance of > > RelativeLayout.LayoutParams and use methods such as addRule(...), then > > specify it when you attach a view to its parent (addView(view, params) > > if I remember correctly). I still recommend that you think again about > > using XML for most of your layouts. As the UI gets more complicated, > > your code will become a mess. XML layouts in Android are very > > flexible, it takes a while to learn the tricks, but it's worth it. > > You'll waste more time looking for workarounds if you choose to ignore > > XML. > > > On Feb 24, 10:09 pm, Kofa <[email protected]> wrote: > > > > First of all, sorry for the delay to reply...=P > > > I have just read your message... i have started already and I have > > > developed much I think =) > > > I will tell you what I have, I will focus on the "engine"(GUI): > > > a main menu with buttons, one with START GAME.... goes to another > > > activity, there another button to start the game itself, the "engine": > > > a new activity is called, it loads almost everything from the 2 > > > layouts from code, not XML, i think it's more flexible. > > > FIRST LAYOUT: a imageview with a huge picture on it.... it has a - > > > onTouchEvent- that makes the scroll works... > > > loads too some imageviews(citys) in the same layout as the map, so > > > those images move with the scroll. > > > The other layout, the main layout, has a imageview and a > > > button.........and here comes the 2 problems that appeared =P: > > > -How can I arrange views in a RelativeLayout, but on code, not XML. > > > -and I can't think out how to create an array of ImageViews. > > > > I tried something like this but didn't work, for example to set an ID: > > > > ImageView[] var1 = new ImageView[4]; > > > > var1[0].SetId(100); > > > > AND SORRY FOR MY ENGLISH =P > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

