Friday 8 April 2016

Android Example - Frame by Frame Animations

Project Structure :


2d animation frame by frame animation project sketch

File:  src/AnimationMain.java

- Call animation class and call loadAnimation method to initialize animation images.
- Call playAnimation method to play images frame by frame.

import com.androidexample.animation.R;
import android.os.Bundle;
import android.app.Activity;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
 
public class AnimationMain extends Activity {
 
     
    AnimationView anim_view;
    AnimationView anim_view1;
     
    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState)
    {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.animatewin);
         
        // Get AnimationView reference see animation_main.xml
        anim_view = (AnimationView) this.findViewById(R.id.anim_view);
        anim_view.loadAnimation("spark", 18,0,0);
         
        // Get AnimationView reference see animation_main.xml
        anim_view1 = (AnimationView) this.findViewById(R.id.anim_view1);
         
        // You can call this method inside thread
        anim_view1.loadAnimation("spark", 18,0,0);
       
        Button play_button = (Button) this.findViewById(R.id.play_button);
         
         
        play_button.setOnClickListener(new OnClickListener() {
            public void onClick(View v) {
                 
                //Play Both Animation
                anim_view.playAnimation();
                anim_view1.playAnimation();
                  
            }
        });
         
    }
     
    @Override
    protected void onDestroy() {
         
        super.onDestroy();
         
        // After activity close animation will close
        anim_view=null;
        anim_view1=null;
         
    }
     
}

File : res/layout/animation_main.xml


<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
     android:layout_width="fill_parent"   
     android:layout_height="fill_parent"
     android:orientation="vertical"
     android:background="#000000"
    >
 
     
    <TextView
         android:textColor="#ffffff"
         android:textSize="25px"
         android:layout_width="fill_parent"   
         android:layout_height="wrap_content"
         android:text="Play Two Animations"
         android:textStyle="bold"
         android:layout_gravity="center_vertical|center_horizontal"
        />
     
    <Button
        android:id="@+id/play_button"
        android:layout_width="fill_parent"
        android:layout_height="wrap_content"
        android:text="PLAY ANIMATION" />
     
   <LinearLayout
     android:layout_width="fill_parent"
    android:layout_height="150dip"
    
          
        <com.androidexample.animation.AnimationView 
            android:id="@+id/anim_view"
            android:layout_width="150dip"
            android:layout_height="150dip"  />
             
        <com.androidexample.animation.AnimationView 
            android:id="@+id/anim_view1"
            android:layout_width="150dip"
            android:layout_height="150dip" />
     
   </LinearLayout>
     
    
</LinearLayout>

File:  src/AnimationView.java


- It is the main animation class.
- Create AnimationView class object to animate image.
- Call postInvalidate() method to call onDraw() method.

import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.util.Log;
import android.widget.ImageView;
 
 
public class AnimationView extends ImageView
{
    private static final String TAG = "AnimationView";
    private Context mContext = null;
     
    private static final int DELAY = 100; //delay between frames in milliseconds
    private  int drawX = 0;
    private  int drawY = 0;
     
    private boolean mIsPlaying = false;
    private boolean mStartPlaying = false;
     
    private ArrayList<Bitmap> mBitmapList = new ArrayList<Bitmap>();
     
    private int play_frame = 0;
    private long last_tick = 0;
     
    public AnimationView(Context context, AttributeSet attrs)
    {
        super(context, attrs);
        mContext = context;
    }
     
    @Override
    protected void onDraw(Canvas c)
    {
        /******* onDraw method called first time and when postInvalidate() called *****/
         
        //Log.d(TAG, "onDraw called");
        if (mStartPlaying)
        {
            Log.d(TAG, "starting animation...");
            play_frame = 0;
            mStartPlaying = false;
            mIsPlaying = true;
             
            // Again call onDraw method
            postInvalidate();
        }
        else if (mIsPlaying)
        {
             
            if (play_frame >= mBitmapList.size())
            {
                //mIsPlaying = false;
                play_frame=0;
                 
                // Again call onDraw method
                postInvalidate();
            }
            else
            {
                long time = (System.currentTimeMillis() - last_tick);
                 
                int draw_x = drawX;
                int draw_y = drawY;
                if (time >= DELAY) //the delay time has passed. set next frame
                {
                    last_tick = System.currentTimeMillis();
                    c.drawBitmap(mBitmapList.get(play_frame), draw_x, draw_y, null);
                    play_frame++;
                     
                    // Again call onDraw method
                    postInvalidate();
                }
                else //still within delay.  redraw current frame
                {
                    c.drawBitmap(mBitmapList.get(play_frame), draw_x, draw_y, null);
                     
                    // Again call onDraw method
                    postInvalidate();
                }
            }
        }
    }
     
    /*ideally this should be in a background thread*/
    public void loadAnimation(String prefix, int nframes,int drawx,int drawy)
    {
        drawX = drawx;
        drawY = drawy;
        mBitmapList.clear();
         
        for (int x = 0; x < nframes; x++)
        {
            String name = prefix + "" + x;  // prefix = "spark" see loadAnimation call
             
            //Log.d(TAG, "loading animation frame: " + name);
             
            // Set Bitmap image
            int res_id = mContext.getResources().getIdentifier(name, "drawable", mContext.getPackageName());
            BitmapDrawable d = (BitmapDrawable) mContext.getResources().getDrawable(res_id);
            mBitmapList.add(d.getBitmap());
        }
    }
     
    public void playAnimation()
    {
        mStartPlaying = true;
         
        // Again call onDraw method
        postInvalidate();
    }
}

File : AndroidManifest.xml


<?xml version="1.0" encoding="utf-8"?>
    package="com.androidexample.animation"
    android:versionCode="1"
    android:versionName="1.0" >
 
    <uses-sdk
        android:minSdkVersion="8"
        android:targetSdkVersion="8" />
 
    <application
        android:allowBackup="true"
        android:icon="@drawable/ic_launcher"
        android:label="@string/app_name"
        android:theme="@style/AppTheme" >
        <activity
            android:name="com.androidexample.animation.AnimationMain"
            android:label="@string/app_name" >
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
 
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
 
</manifest>

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