Thanks taking the time to write down those guides... that helps me alot!!!
Cheers, Avatar Ng --------------- On May 26, 4:11 am, Robert Green <[email protected]> wrote: > It's usually a little more complicated than that because you need to > have it handled by your loop and then there is variable timing, etc so > I wrote this to get people started: > > http://www.rbgrn.net/content/253-main-loop-suitable-stable-animations > > It has some code that you may want to use. Just load up all of your > frames into an array of bitmaps and then have your draw code draw the > appropriate bitmap into the correct spot, which is as easy as > canvas.draw(bitmap, x, y, paint). > > If you need to scale or rotate it, you may want to use a matrix to > draw and have it position (translate) scale and rotate. > > I just helped someone else doing the same thing. It's not that hard > after you've implemented it once. There is some good discussion in > the top comments on this post as well > -http://www.rbgrn.net/content/54-getting-started-android-game-development > > Good luck! > > On May 25, 1:08 pm, Alekh <[email protected]> wrote: > > > How do I add animated sprites to a custom view? > > > I have used AnimationDrawable object to execute the animation. The > > animation works if I add the xml resource to the background of my > > custom view. But I want to know how to draw the animationdrawable > > directly on a canvas. Please help me with examples.. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

