Android Development

Playing with graphics in Android – Part V

by Martin on May.23, 2009, under tutorial

You are new to this series? Please start with the first part.
Also be aware of a minor bug in the last series.

The fifth part of this series will let the icons move around.

What do we need, if we want to have the icons move around? Right, we need the direction of the movement and the speed. For this we need a new inner class comparable with the inner class Coordinates in our class GraphicObject.

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public class Speed {
    public static final int X_DIRECTION_RIGHT = 1;
    public static final int X_DIRECTION_LEFT = -1;
    public static final int Y_DIRECTION_DOWN = 1;
    public static final int Y_DIRECTION_UP = -1;
 
    private int _x = 1;
    private int _y = 1;
 
    private int _xDirection = X_DIRECTION_RIGHT;
    private int _yDirection = Y_DIRECTION_DOWN;
 
    /**
     * @return the _xDirection
     */
    public int getXDirection() {
        return _xDirection;
    }
 
    /**
     * @param direction the _xDirection to set
     */
    public void setXDirection(int direction) {
        _xDirection = direction;
    }
 
    public void toggleXDirection() {
        if (_xDirection == X_DIRECTION_RIGHT) {
            _xDirection = X_DIRECTION_LEFT;
        } else {
            _xDirection = X_DIRECTION_RIGHT;
        }
    }
 
    /**
     * @return the _yDirection
     */
    public int getYDirection() {
        return _yDirection;
    }
 
    /**
     * @param direction the _yDirection to set
     */
    public void setYDirection(int direction) {
        _yDirection = direction;
    }
 
    public void toggleYDirection() {
        if (_yDirection == Y_DIRECTION_DOWN) {
            _yDirection = Y_DIRECTION_UP;
        } else {
            _yDirection = Y_DIRECTION_DOWN;
        }
    }
 
    /**
     * @return the _x
     */
    public int getX() {
        return _x;
    }
 
    /**
     * @param speed the _x to set
     */
    public void setX(int speed) {
        _x = speed;
    }
 
    /**
     * @return the _y
     */
    public int getY() {
        return _y;
    }
 
    /**
     * @param speed the _y to set
     */
    public void setY(int speed) {
        _y = speed;
    }
 
    public String toString() {
        String xDirection;
        if (_xDirection == X_DIRECTION_RIGHT) {
            xDirection = "right";
        } else {
            xDirection = "left";
        }
        return "Speed: x: " + _x + " | y: " + _y + " | xDirection: " + xDirection;
    }
}

Now we need to make a class variable for the speed, a getter method and the initialization inside the constructor of our GraphicObject class.

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// code snipped
private Speed _speed;
 
public GraphicObject(Bitmap bitmap) {
    _bitmap = bitmap;
    _coordinates = new Coordinates();
    _speed = new Speed();
}
 
public Speed getSpeed() {
    return _speed;
}
 
// code snipped

The next step is a new function we will call updatePhysics(). This will be a method from our Panel class.
Inside this method we will iterate over every added GraphicObject object and calculate the new position depending on speed and last position. The method will also handle the border collision with the panel borders so the icons will never have a position outside the visibility. The most things are stupid math for pixel calculation so I won’t do into details.

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public void updatePhysics() {
    GraphicObject.Coordinates coord;
    GraphicObject.Speed speed;
    for (GraphicObject graphic : _graphics) {
        coord = graphic.getCoordinates();
        speed = graphic.getSpeed();
 
        // Direction
        if (speed.getXDirection() == GraphicObject.Speed.X_DIRECTION_RIGHT) {
            coord.setX(coord.getX() + speed.getX());
        } else {
            coord.setX(coord.getX() - speed.getX());
        }
        if (speed.getYDirection() == GraphicObject.Speed.Y_DIRECTION_DOWN) {
            coord.setY(coord.getY() + speed.getY());                
        } else {
            coord.setY(coord.getY() - speed.getY());                
        }
 
        // borders for x...
        if (coord.getX() < 0) {
            speed.toggleXDirection();
            coord.setX(-coord.getX());
        } else if (coord.getX() + graphic.getGraphic().getWidth() > getWidth()) {
            speed.toggleXDirection();
            coord.setX(coord.getX() + getWidth() - (coord.getX() + graphic.getGraphic().getWidth()));
        }
 
        // borders for y...
        if (coord.getY() < 0) {
            speed.toggleYDirection();
            coord.setY(-coord.getY());
        } else if (coord.getY() + graphic.getGraphic().getHeight() > getHeight()) {
            speed.toggleYDirection();
            coord.setY(coord.getY() + getHeight() - (coord.getY() + graphic.getGraphic().getHeight()));
        }
    }
}

The last step is pretty simple: Add a method call of updatePhysics() to the run() method of our TutorialThread directly above the onDraw() call.

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@Override
public void run() {
    Canvas c;
    while (_run) {
        c = null;
        try {
            c = _surfaceHolder.lockCanvas(null);
            synchronized (_surfaceHolder) {
                _panel.updatePhysics();
                _panel.onDraw(c);
            }
        } finally {
            // do this in a finally so that if an exception is thrown
            // during the above, we don't leave the Surface in an
            // inconsistent state
            if (c != null) {
                _surfaceHolder.unlockCanvasAndPost(c);
            }
        }
    }
}

Finally I would like to advise you a good article about the different ways to implement a game loop.

If you want to change the speed and the direction of each icon, feel free to implement it inside the onTouchEvent() method. A possibility is to use random settings for the speed and the direction.

Full source code:

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package com.droidnova.android.tutorial2d;
 
import java.util.ArrayList;
 
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.Window;
 
public class Tutorial2D extends Activity {
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        setContentView(new Panel(this));
    }
 
    class Panel extends SurfaceView implements SurfaceHolder.Callback {
        private TutorialThread _thread;
        private ArrayList<GraphicObject> _graphics = new ArrayList<GraphicObject>();
 
        public Panel(Context context) {
            super(context);
            getHolder().addCallback(this);
            _thread = new TutorialThread(getHolder(), this);
            setFocusable(true);
        }
 
        @Override
        public boolean onTouchEvent(MotionEvent event) {
            synchronized (_thread.getSurfaceHolder()) {
                if (event.getAction() == MotionEvent.ACTION_DOWN) {
                    GraphicObject graphic = new GraphicObject(BitmapFactory.decodeResource(getResources(), R.drawable.icon));
                    graphic.getCoordinates().setX((int) event.getX() - graphic.getGraphic().getWidth() / 2);
                    graphic.getCoordinates().setY((int) event.getY() - graphic.getGraphic().getHeight() / 2);
                    _graphics.add(graphic);
                }
                return true;
            }
        }
 
        public void updatePhysics() {
            GraphicObject.Coordinates coord;
            GraphicObject.Speed speed;
            for (GraphicObject graphic : _graphics) {
                coord = graphic.getCoordinates();
                speed = graphic.getSpeed();
 
                // Direction
                if (speed.getXDirection() == GraphicObject.Speed.X_DIRECTION_RIGHT) {
                    coord.setX(coord.getX() + speed.getX());
                } else {
                    coord.setX(coord.getX() - speed.getX());
                }
                if (speed.getYDirection() == GraphicObject.Speed.Y_DIRECTION_DOWN) {
                    coord.setY(coord.getY() + speed.getY());                
                } else {
                    coord.setY(coord.getY() - speed.getY());                
                }
 
                // borders for x...
                if (coord.getX() < 0) {
                    speed.toggleXDirection();
                    coord.setX(-coord.getX());
                } else if (coord.getX() + graphic.getGraphic().getWidth() > getWidth()) {
                    speed.toggleXDirection();
                    coord.setX(coord.getX() + getWidth() - (coord.getX() + graphic.getGraphic().getWidth()));
                }
 
                // borders for y...
                if (coord.getY() < 0) {
                    speed.toggleYDirection();
                    coord.setY(-coord.getY());
                } else if (coord.getY() + graphic.getGraphic().getHeight() > getHeight()) {
                    speed.toggleYDirection();
                    coord.setY(coord.getY() + getHeight() - (coord.getY() + graphic.getGraphic().getHeight()));
                }
            }
        }
 
        @Override
        public void onDraw(Canvas canvas) {
            canvas.drawColor(Color.BLACK);
            Bitmap bitmap;
            GraphicObject.Coordinates coords;
            for (GraphicObject graphic : _graphics) {
                bitmap = graphic.getGraphic();
                coords = graphic.getCoordinates();
                canvas.drawBitmap(bitmap, coords.getX(), coords.getY(), null);
            }
        }
 
        @Override
        public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
            // TODO Auto-generated method stub
        }
 
        @Override
        public void surfaceCreated(SurfaceHolder holder) {
            _thread.setRunning(true);
            _thread.start();
        }
 
        @Override
        public void surfaceDestroyed(SurfaceHolder holder) {
            // simply copied from sample application LunarLander:
            // we have to tell thread to shut down & wait for it to finish, or else
            // it might touch the Surface after we return and explode
            boolean retry = true;
            _thread.setRunning(false);
            while (retry) {
                try {
                    _thread.join();
                    retry = false;
                } catch (InterruptedException e) {
                    // we will try it again and again...
                }
            }
        }
    }
 
    class TutorialThread extends Thread {
        private SurfaceHolder _surfaceHolder;
        private Panel _panel;
        private boolean _run = false;
 
        public TutorialThread(SurfaceHolder surfaceHolder, Panel panel) {
            _surfaceHolder = surfaceHolder;
            _panel = panel;
        }
 
        public void setRunning(boolean run) {
            _run = run;
        }
 
        public SurfaceHolder getSurfaceHolder() {
            return _surfaceHolder;
        }
 
        @Override
        public void run() {
            Canvas c;
            while (_run) {
                c = null;
                try {
                    c = _surfaceHolder.lockCanvas(null);
                    synchronized (_surfaceHolder) {
                        _panel.updatePhysics();
                        _panel.onDraw(c);
                    }
                } finally {
                    // do this in a finally so that if an exception is thrown
                    // during the above, we don't leave the Surface in an
                    // inconsistent state
                    if (c != null) {
                        _surfaceHolder.unlockCanvasAndPost(c);
                    }
                }
            }
        }
    }
 
    class GraphicObject {
        public class Speed {
            public static final int X_DIRECTION_RIGHT = 1;
            public static final int X_DIRECTION_LEFT = -1;
            public static final int Y_DIRECTION_DOWN = 1;
            public static final int Y_DIRECTION_UP = -1;
 
            private int _x = 1;
            private int _y = 1;
 
            private int _xDirection = X_DIRECTION_RIGHT;
            private int _yDirection = Y_DIRECTION_DOWN;
 
            /**
             * @return the _xDirection
             */
            public int getXDirection() {
                return _xDirection;
            }
 
            /**
             * @param direction the _xDirection to set
             */
            public void setXDirection(int direction) {
                _xDirection = direction;
            }
 
            public void toggleXDirection() {
                if (_xDirection == X_DIRECTION_RIGHT) {
                    _xDirection = X_DIRECTION_LEFT;
                } else {
                    _xDirection = X_DIRECTION_RIGHT;
                }
            }
 
            /**
             * @return the _yDirection
             */
            public int getYDirection() {
                return _yDirection;
            }
 
            /**
             * @param direction the _yDirection to set
             */
            public void setYDirection(int direction) {
                _yDirection = direction;
            }
 
            public void toggleYDirection() {
                if (_yDirection == Y_DIRECTION_DOWN) {
                    _yDirection = Y_DIRECTION_UP;
                } else {
                    _yDirection = Y_DIRECTION_DOWN;
                }
            }
 
            /**
             * @return the _x
             */
            public int getX() {
                return _x;
            }
 
            /**
             * @param speed the _x to set
             */
            public void setX(int speed) {
                _x = speed;
            }
 
            /**
             * @return the _y
             */
            public int getY() {
                return _y;
            }
 
            /**
             * @param speed the _y to set
             */
            public void setY(int speed) {
                _y = speed;
            }
 
            public String toString() {
                String xDirection;
                if (_xDirection == X_DIRECTION_RIGHT) {
                    xDirection = "right";
                } else {
                    xDirection = "left";
                }
                return "Speed: x: " + _x + " | y: " + _y + " | xDirection: " + xDirection;
            }
        }
 
        /**
         * Contains the coordinates of the graphic.
         */
        public class Coordinates {
            private int _x = 100;
            private int _y = 0;
 
            public int getX() {
                return _x + _bitmap.getWidth() / 2;
            }
 
            public void setX(int value) {
                _x = value - _bitmap.getWidth() / 2;
            }
 
            public int getY() {
                return _y + _bitmap.getHeight() / 2;
            }
 
            public void setY(int value) {
                _y = value - _bitmap.getHeight() / 2;
            }
 
            public String toString() {
                return "Coordinates: (" + _x + "/" + _y + ")";
            }
        }
 
        private Bitmap _bitmap;
        private Coordinates _coordinates;
        private Speed _speed;
 
        public GraphicObject(Bitmap bitmap) {
            _bitmap = bitmap;
            _coordinates = new Coordinates();
            _speed = new Speed();
        }
 
        public Bitmap getGraphic() {
            return _bitmap;
        }
 
        public Speed getSpeed() {
            return _speed;
        }
 
        public Coordinates getCoordinates() {
            return _coordinates;
        }
    }
}

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14 Comments for this entry

  • liuhello

    ha ha,it is very good, my icon can run on the screen.

  • Robse

    well nice one and very helpful :)
    thx for sharing (the whole tutorial)

  • saiday

    awesome!!

    this serials help me a lot!!

  • Fred

    I’ve done extensive work with main game loops and the best solution I’ve found is to implement all movement as a time-step using some sort of integrator. The basic one being Euler but for complex physics you can get into more complex ones like Verlet or RK4.

    I use this method on my PocketPC engine and have tested on low and high end devices, works GREAT!

    So you determine the time delta between frames, that is the number of seconds elapsed between frames and store that as a float. This value will be fX += fDeltaTime;

    Want to move at 5 pixels a second?

    1
    
    Object->fX += fDeltaTime * 5.0f;

    Implementation:

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    DWORD dwCurrentTime = timeGetTime();
    DWORD dwLastTime = 0;
    DWORD dwElapsedTime = 0;
    float fElapsedTime = 0.0f;
     
    do
    {
      dwLastTime = dwCurrentTime;
      dwCurrentTime = timeGetTime();
     
      dwElapsedTime = dwCurrentTime - dwLastTime;      
      fElapsedTime = dwElapsedTime * 0.001f;
     
      FrameUpdate(fElapsedTime);
      FrameRender(fElapsedTime);
    } while (1);

    This is the root of all the other updates which will happen in FrameUpdate and all rendering is done in FrameRender.

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    void FrameUpdate(float fTimeDelta)
    {
      for (all objects to update)
      {
        pObj->fX += pObj-&gt;fSpeedX * fTimeDelta;
        pObj->fY += pObj-&gt;fSpeedY * fTimeDelta;
      }  
    }
  • Martin

    Thats nearly the same mentioned in the game loop article I link in the post.
    Thank you anyway for sharing your code :)

  • Fred

    Actually the reason I put that up is because the game loop article didn’t really go into detail about the time-step technique and most certainly didn’t show any code snippets.

  • Martin

    Are you sure you read the same article? Your implementation is just slightly different from one mentioned in the article and i see code snippets.
    Anyway the way to update the game on a fixed times per second and drawing as often as possible is always the way a game loop should be implemented.

  • John

    Hi, I’m trying to apply this page’s logic into my own application, but I have something strange and I don’t think it’s good. I verified that my _panel.updatePhysics() and _panel.onDraw(c) methods both get called, but the screen is not updated.
    If I place a _panel.postInvalidate() between the two previous method calls, it does work. But this should not be necessary right? And I’m afraid it will kill the whole idea (with respect to performance) of using the surfaceholder. Do you have any idea where I should search for my mistake? Thanks for this great tutorial!

  • Martin

    Do you extend SurfaceView for you panel? Do you have the SurfaceHolder.Callback implemented?

  • John

    Hi Martin, yes my Panel extends SurfaceView and implements SurfaceHolder.Callback. Panel has a ‘protected void onDraw(Canvas canvas)’ which does get called. I computed that I’m calling onDraw almost 50 times per second (in the emulator). The weird thing is, I seem to see a few updates in the beginneng, then it stops (within half a second), unless I add the _panel.postInvalidate(). Thanks.

  • Martin

    Where do you get your canvas from?
    Maybe you can see something while debugging?

  • John

    Ah that was a good hint. I found out 2 threads call onDraw, the main thread and the tutorial thread. They both use their own canvas (references were not equal). That explains why there were some screen updates in the beginning (the main thread calls onDraw twice). Now i have to find out why lockCanvas returns a possibly wrong canvas in my tutorialthread… thanks.

  • John

    FOUND IT! Finally… If you’d add a ’setBackgroundColor(Color.BLACK);’ right after the super(context) call in the Panel constructor, you’ll find out it does not work anymore. If you change it into a Color.RED, you won’t see any RED though… I don’t really understand why this messes things up, but at least I got my application to work now :) Thanks for your help.

  • cykan

    hey great tutorial again. but this time, there’s something I don’t know how it works. it is in line 71:

    coord.setX(-coord.getX());

    or in line 74:

    coord.setX(coord.getX() + getWidth() – (coord.getX() + graphic.getGraphic().getWidth()));

    I know, it protects the graphics to be set too near at the borders, but I couldn’t figure out what that code does.

    Greetz
    cykan

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