i have done developed a sample application with the help of tutorials posted on web. my aim is to access the accelerometer and move a ball as per the phone orientation. i was successful to certail extent. But i have two isses
- the ball is going out of bound of the screen
- the ball movement is not smooth ( looks it disappears and re appears on the screen)
here is my code. is there any change i need to do to get the smooth and exact movement of the ball as we see in lot of games.
public class Accelerometer extends Activity implements SensorEventListener{
/** Called when the activity is first created. */
CustomDrawableView mCustomDrawableView = null;
ShapeDrawable mDrawable = new ShapeDrawable();
public static int x;
public static int y;
private Bitmap mBitmap;
private Bitmap mWood;
private SensorManager sensorManager = null;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
// Get a reference to a SensorManager
sensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
mCustomDrawableView = new CustomDrawableView(this);
setContentView(mCustomDrawableView);
// setContentView(R.layout.main);
}
// This method will update the UI on new sensor events
public void onSensorChanged(SensorEvent sensorEvent)
{
{
/* if (sensorEvent.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
// the values you were calculating originally here were over 10000!
x = (int) Math.pow(sensorEvent.values[0], 2);
y = (int) Math.pow(sensorEvent.values[1], 2);
}*/
if (sensorEvent.sensor.getType() == Sensor.TYPE_ORIENTATION) {
Display display = getWindowManager().getDefaultDisplay();
int xmax = display.getWidth();
int ymax = display.getHeight();
x = (int) Math.pow(sensorEvent.values[1], 2);
y = (int) Math.pow(sensorEvent.values[2], 2);
if (x > xmax) {
x = xmax;
} else if (x < -xmax) {
x = -xmax;
}
if (y > ymax) {
y = ymax;
} else if (y < -ymax) {
y = -ymax;
}
}
}
}
// I've chosen to not implement this method
public void onAccuracyChanged(Sensor arg0, int arg1)
{
// TODO Auto-generated method stub
}
@Override
protected void onResume()
{
super.onResume();
// Register this class as a listener for the accelerometer sensor
sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER),
SensorManager.SENSOR_DELAY_GAME);
// ...and the orientation sensor
sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ORIENTATION),
SensorManager.SENSOR_DELAY_NORMAL);
}
@Override
protected void onStop()
{
// Unregister the listener
sensorManager.unregisterListener(this);
super.onStop();
}
public class CustomDrawableView extends View
{
public CustomDrawableView(Context context)
{
super(context);
Bitmap ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball);
final int dstWidth = 50;
final int dstHeight = 50;
mBitmap = Bitmap.createScaledBitmap(ball, dstWidth, dstHeight, true);
mWood = BitmapFactory.decodeResource(getResources(), R.drawable.wood);
}
protected void onDraw(Canvas canvas)
{
final Bitmap bitmap = mBitmap;
canvas.drawBitmap(mWood, 0, 0, null);
canvas.drawBitmap(bitmap, x, y, null);
invalidate();
}
}
}
Is this not the same question as your last question here?! You should just edit/expand your original question rather that starting a new one!
But basically to make it realistic you want to move the ball by using x/y speed rather than just changing the position. So you want to have a loop which draws the ball and you want to know the time difference between the current loop and the previous, then you can use simple kinematics equations to work out the position change.
For example:
Where you use sensor inputs to set the acceleration, then just add the calculated distance to the balls position.
EDIT - Code as requested.
Your lucky you found a bored games programmer! It's not perfect by any means but its working for you. You should buy yourself a game development book and have a look at using open GL for this as it would be a lot better!
I would set SENSOR_DELAY constant to
See if that fixes it. This should help the stutter problem. Also I think your boundary checks are wrong since xmax and ymax values are given display.getWidth/getHeight Maybe you should feed it your BitMap width and height boundaries to the xmax and ymax values.