So looking for play with animation stuff.. good!! you are on right place :)
today we are going to learn how to create simple android animation app.
so in this application we will create Background View and Ball programatically which will jump.
let's began the code, first of all we need to create simple android app having single Activity
name is :
BouncingBallActivity.java
Now we need to create a View programatically [we will not using any xml file]
here we go..
BouncingBallView.java
AndroidManifest.xml
output is like this
we have done great job on ma B'day!! :D
cheers!!
I'd love to here your thoughts!
today we are going to learn how to create simple android animation app.
so in this application we will create Background View and Ball programatically which will jump.
let's began the code, first of all we need to create simple android app having single Activity
name is :
BouncingBallActivity.java
package com.mytest; import android.app.Activity; import android.os.Bundle; import android.view.View; public class BouncingBallActivity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //setContentView(R.layout.main); View bouncingBallView = new BouncingBallView(this); setContentView(bouncingBallView); } }
Now we need to create a View programatically [we will not using any xml file]
here we go..
BouncingBallView.java
package com.mytest; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.RectF; import android.view.KeyEvent; import android.view.View; public class BouncingBallView extends View { private int xMin = 0; // This view's bounds private int xMax; private int yMin = 0; private int yMax; private float ballRadius = 40; // Ball's radius private float ballX = ballRadius + 20; // Ball's center (x,y) private float ballY = ballRadius + 40; private float ballSpeedX = 5; // Ball's speed (x,y) private float ballSpeedY = 3; private RectF ballBounds; // Needed for Canvas.drawOval private Paint paint; // The paint (e.g. style, color) used for drawing // Constructor public BouncingBallView(Context context) { super(context); ballBounds = new RectF(); paint = new Paint(); //to enable keypad this.setFocusable(true); this.requestFocus(); } // Called back to draw the view. Also called by invalidate(). @Override protected void onDraw(Canvas canvas) { // Draw the ball ballBounds.set(ballX-ballRadius, ballY-ballRadius, ballX+ballRadius, ballY+ballRadius); paint.setColor(Color.GREEN); canvas.drawOval(ballBounds, paint); // Update the position of the ball, including collision detection and reaction. update(); // Delay try { Thread.sleep(60); } catch (InterruptedException e) { } invalidate(); // Force a re-draw } // Detect collision and update the position of the ball. private void update() { // Get new (x,y) position // ballX += ballSpeedX; ballY += ballSpeedY; // Detect collision and react if (ballX + ballRadius > xMax) { ballSpeedX = -ballSpeedX; ballX = xMax-ballRadius; } else if (ballX - ballRadius < xMin) { ballSpeedX = -ballSpeedX; ballX = xMin+ballRadius; } if (ballY + ballRadius > yMax) { ballSpeedY = -ballSpeedY; ballY = yMax - ballRadius; } else if (ballY - ballRadius < yMin) { ballSpeedY = -ballSpeedY; ballY = yMin + ballRadius; } } // Called back when the view is first created or its size changes. @Override public void onSizeChanged(int w, int h, int oldW, int oldH) { // Set the movement bounds for the ball xMax = w-1; yMax = h-1; } // key-up event handler @Override public boolean onKeyUp(int keyCode, KeyEvent event) { switch (keyCode) { case KeyEvent.KEYCODE_DPAD_RIGHT: // Increase rightward speed ballSpeedX++; break; case KeyEvent.KEYCODE_DPAD_LEFT: // Increase leftward speed ballSpeedX--; break; case KeyEvent.KEYCODE_DPAD_UP: // Increase upward speed ballSpeedY--; break; case KeyEvent.KEYCODE_DPAD_DOWN: // Increase downward speed ballSpeedY++; break; case KeyEvent.KEYCODE_DPAD_CENTER: // Stop ballSpeedX = 0; ballSpeedY = 0; break; case KeyEvent.KEYCODE_A: // Zoom in // Max radius is about 90% of half of the smaller dimension float maxRadius = (xMax > yMax) ? yMax / 2 * 0.9f : xMax / 2 * 0.9f; if (ballRadius < maxRadius) { ballRadius *= 1.05; // Increase radius by 5% } break; case KeyEvent.KEYCODE_Z: // Zoom out if (ballRadius > 20) { // Minimum radius ballRadius *= 0.95; // Decrease radius by 5% } break; } return true; // Event handled } }at last our manifest file should look like this..
AndroidManifest.xml
output is like this
we have done great job on ma B'day!! :D
cheers!!
I'd love to here your thoughts!