[SIZE=3]Hello,
during the last year of my high school life I made a flash game for my senior project. I have recently thought about redoing this project for android and possibly selling it for mobile devices (free or cost I don’t know). It’s just an idea right now. So far I’ve just gotten images to display on the screen and I have some questions about fps and how to know where to draw images. I think that’s it for now. I’ve been searching for answers for a few hours now but to no avail. I was lucky to stumble upon a tutorial for drawing on the screen. Oh well, here go the questions… (Is this font big? It looks gigantic on my screen.)
[/SIZE]1.) How do I know where to draw my images? Does android handle it? Overall, I mean scaling. Do I need to find the resolution of the android device currently using the app and put in a multiplier everywhere for drawing? For instance, if I develop the app for a device with 480 pixels width, do I need to have a multiplier everywhere that will change depending on the width of the device actually using the app. (If there was a device that was 360 pixels would I have to take the value times .75?)
2.) How do I track the fps? Is there a way for me to define the frames I want displaying per second? So far I’m using a loop that firsts locks the canvas and then unlocks and posts it (drawing the canvas on the screen) Do I put in a timer somewhere or do I just let that loop run rampant drawing as quickly as it can?
Notes: If I think of any other questions I’ll post them or if you develop android apps or have done so and think you can guide me tell me and we can just message one another when have questions.
Thank you a ton,
SoupHead :?)