I'm programming an Android game using AndEngine. I want to create a circle which has a number in, like in this picture:
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Something like this:
circle.xml (in res/drawable)
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="oval" >
<solid android:color="#aaf" />
</shape>
and circletext.xml (in res/layout):
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="@android:color/white"
android:orientation="vertical" >
<TextView
android:layout_width="80dp"
android:layout_height="80dp"
android:layout_gravity="center"
android:background="@drawable/circle"
android:gravity="center"
android:shadowColor="@android:color/white"
android:shadowRadius="10.0"
android:text="4"
android:textColor="@android:color/black"
android:textSize="18sp" />
</FrameLayout>
looks like this:

Alec B. Plumb
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I added the following properties to TextView to add better polish for bigger numbers. android:layout_width="wrap_content" android:layout_height="wrap_content" android:minHeight="14dp" android:minWidth="14dp" android:maxHeight="14dp" – elprl Oct 10 '15 at 17:48
1
Well I guess the simplest way is to just put a picture like that in haha. You could always use an image with a circle then layer the text with the number over the top of it.

WingDev
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You could use a simple game engine to handle the images. They shouldnt be processor intensive then if they arent moving. Even then, most engines can handle 20 or 30 moving sprites without a problem, even with a collision system applied to all of them. – WingDev Apr 10 '12 at 22:01
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using an texture whose source is a bitmap will not impact your performance any more than using a texure who's source is an bitmap drawn from paint. In fact they will be the same. Because in order to display the circle in GL it must be a bitmap first. – Plastic Sturgeon Apr 16 '12 at 23:15