Hi,

You can start by splitting the image in more images
Usualy for this kind of games will be enough. So you can do some tests
first, without spend to much time and see if the speed looks ok for you.

If the performance still remain poor you need to pass to the next step
something like opengl
which is very simple for the 2D ... not so much work for you and the graphic
proc. taking care about the speed you need



BR,
Gigi

On Sun, Oct 2, 2011 at 10:41 PM, Beck Olson <[email protected]> wrote:

> Greetings!
>
>   I am working on porting a 2D java game to android. In our original
> version we created png sprites that had each frame concatenated into a
> single horizontal image. We are using drawBitmap to render each frame
> sequentially. The performance is poor and according to the profiler
> 90% of the time is spent calling drawBitmap:
>
> protected void render( Canvas canvas ) {
>    Rect src = new Rect(this.currentFrame * this.frameWidth, 0,
> (this.currentFrame + 1 ) * this.frameWidth, this.frameHeight );
>    Rect dst = new Rect(this.position[0], this.position[1],
> this.position[0] + this.frameWidth, this.position[1] +
> this.frameWidth);
>    canvas.drawBitmap(this.fullMap, src, dst, this.p);
> }
>
> Our images are 42x1344 and we are drawing about 12 sprites at a time.
> The best frame rate we have been able to achieve is about 25 frames
> per second (on a samsung galaxy).
>
> So my question is what is the proper way to draw 2D sprites? Should we
> split up each frame into its own image? Should we use Drawable objects
> instead? Do we need to use OpenGL?
>
> Any guidance would be greatly appreciated!
>
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