I have been on this for days without finding a good solution (at least to me).
Basically what I need to do is draw an animated dotted curve, that would represent a missile trajectory for a basic game. This trajectory would accept starting, middle and final x,y. I read a lot of Q/A about animating curves or even straight lines just to begin, but they look really complex compared to what I have to do.
I have a button with an onclick listener which triggers the missile launch, but until now it just draws static lines without any animation.
Do you remember this? That's what i would like to achieve: http://www.youtube.com/watch?v=UDc3ZEKl-Wc
Banana trajectory is not painted but, you got the idea.
Here again, starting from your example i tried to draw simultaneous curves using arrays and for loops, but what i got is that sometimes, not always, app crashes with a nullpointer exception, don't know why. What am i doing wrong? Here's my code:
public class DrawDottedCurve extends View {
Path[] path = new Path[8];
Path[] drawingPath = new Path[8];
PathMeasure[] measure = new PathMeasure[8];
Path[] segmentPath = new Path[8];
float[] length = new float[8];
float[] start = new float[8];
float[] percent = new float[8];
Paint paint = new Paint();
float x1;
float y1;
float x3;
float y3;
long k = 0;
Canvas canvas;
Random r = new Random();
public DrawDottedCurve(Context context, int a, int b, int c, int d) {
super(context);
x1 = a;
y1 = b;
x3 = c;
y3 = d;
paint.setAlpha(255);
paint.setStrokeWidth(2);
paint.setColor(Color.RED);
paint.setStyle(Style.STROKE);
paint.setPathEffect(new DashPathEffect(new float[] { 2, 4 }, 50));
for (int i = 0; i < 8; i++) {
k = r.nextInt(100 - 30) + 30;
path[i] = new Path();
path[i].moveTo(x1 + k, y1 + k); //
path[i].quadTo((x3 + k - x1 + k) / 2, (y3 + k - y1 + k) / 2,
x3 + k, y3 + k); // Calculate Bezier Curves
}
final long DRAW_TIME = 10000;
CountDownTimer timer = new CountDownTimer(DRAW_TIME, 100) {
@Override
public void onTick(long millisUntilFinished) {
Log.d("Timer", "Inizio");
for (int i = 0; i < 8; i++) {
start[i] = 0;
measure[i] = new PathMeasure();
measure[i].setPath(path[i], false);
percent[i] = ((float) (DRAW_TIME - millisUntilFinished))
/ (float) DRAW_TIME;
segmentPath[i] = new Path();
drawingPath[i] = new Path();
length[i] = measure[i].getLength() * percent[i];
measure[i].getSegment(start[i], length[i], segmentPath[i],
true);
start[i] = length[i];
drawingPath[i].addPath(segmentPath[i]);
}
invalidate();
;
}
@Override
public void onFinish() {
for (int i = 0; i < 8; i++) {
measure[i].getSegment(start[i], measure[i].getLength(),
segmentPath[i], true);
drawingPath[i].addPath(segmentPath[i]);
}
invalidate();
Log.d("Timer", "Fine");
}
};
timer.start();
}
@Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (int i = 0; i < 8; i++) {
canvas.drawPath(drawingPath[i], paint);
invalidate();
}
}
}
Assuming that you have a Canvas to draw on and a path you want to trace this code should do the work for animating it.
private void init() {
missilePath = new Path();
missileDrawPath = new Path();
mPaint = new Paint();
mPaint.setStrokeWidth(3);
mPaint.setColor(Color.BLACK);
mPaint.setStyle(Style.STROKE);
mPaint.setAntiAlias(true);
PathEffect dashEffect = new DashPathEffect(new float[] {2, 4}, 0);
mPaint.setPathEffect(dashEffect);
final long DRAW_TIME = 5000;
timer = new CountDownTimer(DRAW_TIME, 100) {
PathMeasure measure = new PathMeasure();
Path segmentPath = new Path();
float start = 0;
@Override
public void onTick(long millisUntilFinished) {
measure.setPath(missilePath, false);
float percent = ((float) (DRAW_TIME - millisUntilFinished)) / (float) DRAW_TIME;
float length = measure.getLength() * percent;
measure.getSegment(start, length, segmentPath, true);
start = length;
missileDrawPath.addPath(segmentPath);
invalidate();
}
@Override
public void onFinish() {
measure.getSegment(start, measure.getLength(), segmentPath, true);
missileDrawPath.addPath(segmentPath);
invalidate();
}
};
timer.start();
}
@Override
public void onDraw(Canvas c) {
super.onDraw(c);
c.drawPath(missileDrawPath, mPaint);
}
Basically a timer gets started and depending on the elapsed time a segment is retrieved from missilePath and added to the path that should be currently drawn.
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