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使用画布和位图的全屏图像

[英]Full screen image using canvas and bitmap

I am tryin to set an image in full screen using canvas and bitmap but whenever I load the app the image gets zoomed in and only displays half of what it's supposed to. 我正在尝试使用画布和位图在全屏模式下设置图像,但是每当我加载该应用程序时,图像都会被放大,并且仅显示其应有的一半。 How would I do this? 我该怎么做? I have attached my code snippet and i have tried updating the canvas.drawbitmap line of code inside the onDraw method but it doesn't help, the image still appears zoomed in. Some help would greatly be appreciated thank you in advance... 我已附上我的代码段,并尝试更新onDraw方法中的canvas.drawbitmap行的代码,但它无济于事,图像仍会放大显示。有些帮助将不胜感激,谢谢您提前...

public class Fish extends View {



private Bitmap fish [] =new Bitmap[2];

private  int fishX=10;
private int fishY;
private int fishSpeed;

private  int canvasWidth, canvasHeight;
private  int yellowX, yellowY, yellowSpeed=16;

private Paint yellowPaint=new Paint();
private int greenX, greenY, greenSpeed=20;
private Paint greenPaint=new Paint();

private int redX, redY, redSpeed=25;
private Paint redPaint=new Paint();


private int  score, lifeCountOfLife;

private boolean touch=false;

private Bitmap backgroundImage;
private Paint scorePaint= new Paint();

private Bitmap life[]=new Bitmap[2];

//updates the background



public Fish(Context context) {
    super(context);
    fish [0]=BitmapFactory.decodeResource(getResources(),R.drawable.fish1);
    fish [1]=BitmapFactory.decodeResource(getResources(),R.drawable.fish2);


    //updates the bg
    backgroundImage=BitmapFactory.decodeResource(getResources(),R.drawable.mn);

    //creates the ball/foood color
    yellowPaint.setColor(Color.YELLOW);
    yellowPaint.setAntiAlias(false);

    greenPaint.setColor(Color.GREEN);
    greenPaint.setAntiAlias(false);

    redPaint.setColor(Color.RED);
    redPaint.setAntiAlias(false);

    // updates score
    scorePaint.setColor(Color.WHITE);
    scorePaint.setTextSize(70);
    scorePaint.setTypeface(Typeface.DEFAULT_BOLD);
    scorePaint.setAntiAlias(true);

    //displays the heart and life
    life[0]=BitmapFactory.decodeResource(getResources(),R.drawable.heartts);
    life[1]=BitmapFactory.decodeResource(getResources(),R.drawable.greyheart);

    fishY=550;
    score=0;
    lifeCountOfLife=3;
}



@Override
protected void onDraw(Canvas canvas) {
    super.onDraw(canvas);

    canvasWidth=canvas.getWidth();
    canvasHeight=canvas.getHeight();



    //displays it to the main actiivty
    canvas.drawBitmap(backgroundImage,canvasWidth,canvasHeight,null);
    int minFish= fish[0].getHeight();
    int maxFishY=canvasHeight-fish[0].getHeight() *3;
    fishY=fishY+fishSpeed;

    if(fishY<minFish){
        fishY=minFish;
    }

    if(fishY> maxFishY){
        fishY=maxFishY;
    }

    fishSpeed=fishSpeed+2;
    if(touch){
        canvas.drawBitmap(fish[1], fishX,fishY, null);
        touch=false;

    }else{
        canvas.drawBitmap(fish[0],fishX,fishY,null);
    }

    yellowX=yellowX-yellowSpeed;

    //updates the score if the ball is collected
    if(hitBallChecker(yellowX,yellowY)){




        score=score+10;
        yellowX=-100;
    }

    if(yellowX<0){
        yellowX=canvasWidth+21;
        yellowY=(int) Math.floor(Math.random() * (maxFishY-minFish))+ minFish;

    }
    //increases size of ball
    canvas.drawCircle(yellowX, yellowY, 25, yellowPaint);


    //Green ball

    greenX=greenX-greenSpeed;
    if(hitBallChecker(greenX,greenY)){
        score=score+20;
        greenX=-100;

    }

    if(greenX<0){
        greenX=canvasWidth+21;
        greenY=(int) Math.floor(Math.random() * (maxFishY-minFish))+ minFish;

    }
    //increases size of ball
    canvas.drawCircle(greenX, greenY, 25, greenPaint);


    //red ball

    //if the ball gets hit
    redX=redX-redSpeed;
    if(hitBallChecker(redX,redY)){







        redX=-100;
        lifeCountOfLife--;
        if(lifeCountOfLife==0){


            Intent gameOverIntent= new Intent(getContext(), GameOverActivity.class);
            gameOverIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK);

            gameOverIntent.putExtra("score", score);
            getContext().startActivity(gameOverIntent);
        }
    }

    //increases size of ball

    if(redX<0){
        redX=canvasWidth+21;
        redY=(int) Math.floor(Math.random() * (maxFishY-minFish))+ minFish;


    }
    canvas.drawCircle(redX, redY, 30, redPaint);
    canvas.drawText("Score: " +score,  20, 60, scorePaint);

    for(int i=0; i<3; i++){
        int x=(int) (580+life[0].getWidth() * 1.5 * i);
        int y=30;
        if(i<lifeCountOfLife){
            canvas.drawBitmap(life[0], x,y, null);


        }else{
            canvas.drawBitmap(life[1], x,y, scorePaint);

        }
    }





}
public boolean hitBallChecker(int x, int y){
    if(fishX< x && x<(fishX+fish[0].getWidth()) &&fishY<y  &&y<(fishY+ fish[0].getHeight())){
        return true;

    }
    return false;

}

//updates fish speed
@Override
public boolean onTouchEvent(MotionEvent event) {
    if(event.getAction()==MotionEvent.ACTION_DOWN){
        touch=true;
        fishSpeed=-22;

    }
    return true;
}
}
public void drawBitmap (Bitmap bitmap, 
                float left, 
                float top, 
                Paint paint)

In drawBitmap left and top define the (x,y) of the top left corner of the image, which in your case should be (0,0). drawBitmap左上角和顶部,定义图像左上角的(x,y),在您的情况下应为(0,0)。

If you want to draw a canvas sized backgound it would probably be best to use: 如果要绘制canvas大小的背景,最好使用:

public void drawBitmap (Bitmap bitmap, 
                Rect src, 
                Rect dst, 
                Paint paint)

Where src is the Rect that defines the subset of the Bitmap that you want to draw (you can leave it at null to draw the entire Bitmap ), and dst is the destination Rect that will automatically be filled with the Bitmap . 其中srcRect ,它定义要绘制的Bitmap的子集(可以将其保留为null以绘制整个Bitmap ),而dst是目标Rect ,它将自动用Bitmap填充。

You are going to need to define the destination Rect : 您将需要定义目标Rect

  Rect backgroundRect = new Rect(0, 0, canvas.getWidth(), canvas.getHeight());

You can now call 您现在可以打电话

canvas.drawBitmap(backgroundImage,null,backgroundRect,null);

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