Android Accelerometer moving ball

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谎友^
谎友^ 2021-02-01 10:58

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 s

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  • I would set SENSOR_DELAY constant to

    SENSOR_DELAY_FASTEST 
    

    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.

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  • 2021-02-01 12:05

    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:

    newspeed = oldSpeed + (acceleration * time)
    distance = (original speed*time) + (0.5 * acceleration * time^2).
    

    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!

    public class test2 extends Activity implements SensorEventListener{
    
    CustomDrawableView mCustomDrawableView = null;
    ShapeDrawable mDrawable = new ShapeDrawable();
    public float xPosition, xAcceleration,xVelocity = 0.0f;
    public float yPosition, yAcceleration,yVelocity = 0.0f;
    public float xmax,ymax;
    private Bitmap mBitmap;
    private Bitmap mWood;
    private SensorManager sensorManager = null;
    public float frameTime = 0.666f;
    
    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState)
    {
    
        super.onCreate(savedInstanceState);
    
        //Set FullScreen & portrait
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
        setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
    
        // Get a reference to a SensorManager
        sensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
        sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ORIENTATION),
                SensorManager.SENSOR_DELAY_GAME);
    
        mCustomDrawableView = new CustomDrawableView(this);
        setContentView(mCustomDrawableView);
        // setContentView(R.layout.main);
    
        //Calculate Boundry
        Display display = getWindowManager().getDefaultDisplay();
        xmax = (float)display.getWidth() - 50;
        ymax = (float)display.getHeight() - 50;
    }
    
    // This method will update the UI on new sensor events
    public void onSensorChanged(SensorEvent sensorEvent)
    {
        {
            if (sensorEvent.sensor.getType() == Sensor.TYPE_ORIENTATION) {
                //Set sensor values as acceleration
                yAcceleration = sensorEvent.values[1]; 
                xAcceleration = sensorEvent.values[2];
                updateBall();
            }
        }
    }
    
    private void updateBall() {
    
    
        //Calculate new speed
        xVelocity += (xAcceleration * frameTime);
        yVelocity += (yAcceleration * frameTime);
    
        //Calc distance travelled in that time
        float xS = (xVelocity/2)*frameTime;
        float yS = (yVelocity/2)*frameTime;
    
        //Add to position negative due to sensor 
        //readings being opposite to what we want!
        xPosition -= xS; 
        yPosition -= yS;
    
        if (xPosition > xmax) {
            xPosition = xmax;
        } else if (xPosition < 0) {
            xPosition = 0;
        }
        if (yPosition > ymax) { 
            yPosition = ymax;
        } else if (yPosition < 0) {
            yPosition = 0;
        }
    }
    
    // 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();
        sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ORIENTATION),
                SensorManager.SENSOR_DELAY_GAME); 
    }
    
    @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, xPosition, yPosition, null);
            invalidate();
        }
    }
    
    @Override
    public void onConfigurationChanged(Configuration newConfig) {
        // TODO Auto-generated method stub
        super.onConfigurationChanged(newConfig);
        setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
    }
    }
    
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