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// ## inside my resources container class initialization // Get the display metrics WindowManager winManager = (WindowManager)context.getSystemService(Context.WINDOW_SERVICE); systemDisplay = winManager.getDefaultDisplay(); displayMetrics = new DisplayMetrics(); systemDisplay.getMetrics(displayMetrics); // load and scale the background image to fit on the screen Bitmap workBitmap = BitmapFactory.decodeResource(res, R.drawable.boardscreen); Matrix scaleMatrix = new Matrix(); int originalSize = workBitmap.getWidth(); int newSize = displayMetrics.heightPixels; if (newSize > displayMetrics.widthPixels) { // we want the smaller of the two newSize = displayMetrics.widthPixels; } ScaleBy = ((float)newSize) / originalSize; scaleMatrix.postScale(ScaleBy, ScaleBy); // create the scaled bitmap for use BitmapCollection[0] = Bitmap.createBitmap(workBitmap, 0, 0, originalSize, originalSize, scaleMatrix, true); workBitmap.recycle(); workBitmap = null; // Scale the sprite sheet resource by the same factor so it is proportional to the background workBitmap = BitmapFactory.decodeResource(res, R.drawable.spritesheet); originalSize = workBitmap.getWidth(); BitmapCollection[1] = Bitmap.createBitmap(workBitmap, 0, 0, originalSize, originalSize, scaleMatrix, true); workBitmap.recycle(); workBitmap = null; // Calculate the sprite frame sizes and screen starting positions, taking in to account ScaleBy and density SPRITE_SIZE = (int) ((64.0f * ScaleBy) * displayMetrics.density); // original sprite frames are 64x64 pixels GRID_START_X = (int) (((float) GRID_START_X * ScaleBy) * displayMetrics.density); //GRID_START_n is 20 pixels GRID_START_Y = (int) (((float) GRID_START_Y * ScaleBy) * displayMetrics.density); // create one of our custom sprites, position it on screen, and start the animation GameSprites[0] = new Sprite(context,1,SPRITE_SIZE,SPRITE_SIZE,0); GameSprites[0].SetPosition(GRID_START_X,GRID_START_Y); GameSprites[0].DoAnimation(0);