by TheMidnight » Thu Mar 18, 2010 2:23 am
So when I sat down to begin work on an android project I read that using SurfaceView is what you needed to use if you were going to be making a "game". The game I am working on is supposed to move and update in real time. I have multiple images falling down the screen and one image that rotates. For some reason, If i take the DrawBitmap call for the image that rotates out of the code then everything falls at the rate it should. However if I put the call back in, the images falling slow down. They don't necessarily "lag" as in it isn't jagged. They fall smoothly, just at a much slower speed than they should. Is this due to the cpu not being able to keep up with the graphics card in the phone? I am at a complete loss as to how I can remedy this. I am using the given functions canvas.rotate and canvas.translate. If anyone has any insight I would love it. Thanks for any help.