I'm trying to develop a game using a transparent canvas and a surfaceView, I use the canvas to paint and it works fine.
Now I want to add objects that will move on the screen, for example bouncing balls. I want to use a new thread for the balls, (because otherwise if it's the same thread of the surfaceView it doesn't move smoothly ).
So I'm having trouble of doing this.
Can you please advise me how and when should I send the same canvas to a new ball object and then return it back to the surfaceview.
I'm not sure what the best way to handle this is,
I tried using a ball as a view in the xml layout, and it worked perfect on another thread but it doesn't make sense to create 1000 views when I can just draw them on a canvas.
Any insight will be helpful!
This is my code:
public class SurfaceMyPaint extends SurfaceView implements Runnable
{
Thread t;
SurfaceHolder holder;
Bitmap brush;
boolean isItOk = false;
public SurfaceMyPaint(Context context)
{
super(context);
holder = getHolder();
initial();
}
public void initial()
{
brush= BitmapFactory.decodeResource(getResources(), R.drawable.brush2);
}
public boolean onTouchEvent(MotionEvent event)
{
if(event.getAction()== MotionEvent.ACTION_DOWN)
{
x= event.getX();
y= event.getY();
}
if(event.getAction()== MotionEvent.ACTION_MOVE)
{
x = event.getX();
y= event.getY();
}
return true;
}
public void run()
{
while (isItOk == true)
{
if (!holder.getSurface().isValid())
continue;
myCanvas_w = getWidth();
myCanvas_h = getHeight();
if (result == null)
result = Bitmap.createBitmap(myCanvas_w, myCanvas_h, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(result);
canvas = holder.lockCanvas(null);
c.drawBitmap(brush, x - (brush.getWidth() / 2), y - (brush.getWidth() / 2), null);
canvas.drawBitmap(result, 0, 0, null);
// How can I add this here: Ball ball = new Ball (canvas)????
holder.unlockCanvasAndPost(canvas);
}
}
public void pause(){
isItOk = false;
while (true){
try {
t.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
break;
}
t=null;
}
public void resume()
{
isItOk = true;
t = new Thread(this);
t.start();
}
}