How can I move an image from one point to another using Android Canvas

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慢半拍i
慢半拍i 2021-02-13 02:32

I\'m developing a game, and in this game I have to move an image on a Canvas from one point to another in any direction, not just vertical or horizontal.

How can I mo

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  • 2021-02-13 02:36

    After getting a math lecture, it turns out that this is easy to solve. First, we need to get the angle which the target will be moving at.

    float deltaX = targetX - startX;
    float deltaY = targetY - startY;
    float angle = Math.atan2( deltaY, deltaX );
    

    startX/Y can be current X/Y.

    Now that we have calculated the angle, we can apply it to the current coordinates:

    currentX += speed * Math.cos(angle);//Using cos
    currentY += speed * Math.sin(angle);//or sin
    

    to handle the calculations of how much X and Y will be increased by. Using speed as a custom variable if you need to have a custom speed set as well. If you don't need more speed, remove the variable.

    And to move the object, apply X/Y to the object:

    c.drawBitmap(bm, x, y, null);
    

    Example:

    int speed = 10;
    int x, y;
    int targetX = 100, targetY = 600;
    int startX = 900, startY = 100;
    public void render(Canvas c){
        super.draw(c);
        float deltaX = targetX - startX;
        float deltaY = targetY - startY;
        float angle = Math.atan2( deltaY, deltaX );
        x += speed * Math.cos(angle);//Using cos
        y += speed * Math.sin(angle);//or sin
        c.drawBitmap(bm, x, y, null);
       (...)
    }
    
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  • 2021-02-13 02:39

    I couldn't understand what you actually want but here's something I've tried.

        interface coordinateListener
    {
        public void currentPosition(float x,float y);
    }
    
    public class ImageView extends View{
        int width;
        int height;
        RectF rect = new RectF();
        float x=0f,y=0f;
        float dX,dY;
        float mStartX,mStartY;
        float mEndX,mEndY;
        Paint paint = new Paint();
        Bitmap mBitmap;
        TranslateAnimation anim;
        View view;
        coordinateListener mListener;
        public ImageView(Context context) {
            super(context);
            init();
        }
    
        public ImageView(Context context, AttributeSet attrs) {
            super(context, attrs);
            init();
        }
    
        public ImageView(Context context, AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            init();
        }
    
    public void init()
    {
        view = this;
    }
    @Override
    protected void onMeasure(int widthMeasureSpec,int heightMeasureSpec)
    {
        super.onMeasure(widthMeasureSpec,heightMeasureSpec);
        width = getMeasuredWidth();
        height = getMeasuredHeight();
        rect.set(0,0,width,height);
    }
    
    @Override
    protected void onDraw(Canvas canvas)
    {
        super.onDraw(canvas);
        if(mBitmap!=null) {
            canvas.drawBitmap(mBitmap,0,0,paint);
        }
    }
    
    @Override
    public boolean onTouchEvent(MotionEvent event)
    {
        int action = event.getAction() & MotionEvent.ACTION_MASK;
    
        switch (action)
        {
            case MotionEvent.ACTION_DOWN:
                dX = this.getX() - event.getRawX();
                dY = this.getY() - event.getRawY();
                break;
            case MotionEvent.ACTION_MOVE:
                y = event.getRawY();
                x = event.getRawX();
                y += dY;
                x+=dX;
    
                this.setY(y);
                this.setX(x);
    
                mListener = (coordinateListener)getContext(); 
                mListener.currentPosition(x,y);
    
                invalidate();
                break;
        }
        return true;
    }
    
    public void startCoordinates(float x,float y)
    {
        mStartX = x;
        mStartY = y;
    }
    
    public void endCoordinates(float x,float y)
    {
        mEndX = x;
        mEndY = y;
    }
    
    public void startTranslation(long duration)
    {
        anim = new TranslateAnimation(mStartX,mEndX,mStartY,mEndY);
        anim.setDuration(duration);
        anim.setFillAfter(true);
    
        anim.setAnimationListener(new Animation.AnimationListener() {
            @Override
            public void onAnimationStart(Animation animation) {
    
            }
    
            @Override
            public void onAnimationEnd(Animation animation) {
                view.setX((int)mEndX);
                view.setY((int)mEndY);
                animation.setFillAfter(false);
            }
    
            @Override
            public void onAnimationRepeat(Animation animation) {
    
            }
        });
    
        this.startAnimation(anim);
    }
    
    }
    

    You can either drag it from one position to another or you can use Translate to move it...like this,

    view.startCoordinates(0f,0f);
    view.endCoordinates(500f,0f);
    view.startTranslation(3000);
    
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  • 2021-02-13 02:41

    Take a look into this library. It should help you with moving, and I think dragging objects like image, etc - PhysicsLayout. Here you can see moving with Two directions - X, Y. If you want to move including Z, there is only single way to implement it, you should use simple scaling.

    If you want something more, there are a lot of powerful and pretty nice Frameworks, Environment.

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