I'm fairly new to Android programming. I'm trying to create an animation of a bitmap image using Canvas in Android. I am using setAlpha() to manipulate the opacity of the bitmap. My drawFrame() method includes the following bit:
c = holder.lockCanvas();
drawScene(c, paint);
holder.unlockCanvasAndPost(c);
My drawScene() includes this bit:
Paint transparencyValue = new Paint();
transparencyValue.setAlpha(paint);
canvas.drawBitmap(boom.getImage(), logoToBoom.getX(), logoToBoom.getY(),
transparencyValue);
I imagine I have to insert a loop to modify paint from 0 to 255 and back down. So far it hasn't worked, but I am probably doing something wrong. Could anyone please recommend something?
EDIT: Here is my code for the Runnable. paint is a private double set to 255. boom_activated is a boolean that becomes true if the onTouchEvent enabled it. It should stay true until the Runnable disables it (setBoomState(false);). For some reason it's still not drawing the bitmap at the decreasing opacity. Is the code below valid, or am I missing something?
private final Runnable DrawSceneThread = new Runnable() {
public void run() {
if (boom_activated && paint <= 0) {
paint = 0;
drawFrame();
setBoomState(false);
paint = 255;
} else if (boom_activated && paint >= 0) {
drawFrame();
paint -= 0.7;
} else {
drawFrame();
}`
In my drawScene() I have this line:
scene_handler.postDelayed(DrawSceneThread, 25);开发者_如何学GoWhat you have to do is to animate the opacity values over time. You need to use a handler to update the alpha values and then draw the bitmap in your onDraw function. Have a look at this tutorial to get a better idea about updating the UI through handlers: http://developer.android.com/resources/articles/timed-ui-updates.html
Refer to this topic How to change a bitmap's opacity?
Also, I would recommend to take your Paint instance and paint variable out of your drawScene and declare it in a global scope so you can reuse it. It would hurt performance when recreating it over and over.
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