I am making a pixel game for android. I am using 32x32 images. To make the game appear the same regardless of screen-dimensions i dynamically scale up the images. My issue is that when scaling up, parts of the images does not keep their original color:
6 tiles, originally 32x32. As you can see, just before the black edges there is an unwanted shadowy line (presumably the average of the black and the redish color).
This is the code i use for scaling:
public abstract class Drawable {
protected int x;
protected int y;
protected Bitmap image;
Drawable(Bitmap image, int x, int y, float scale) {
this.x = x;
this.y = y;
this.image = Bitmap.createScaledBitmap(image, (int)(image.getWidth()*scale), (int)(image.getHeight()*scale), false);
}
abstract void draw(Canvas canvas);
}
As you can see i am not using the filter. This would make the edge-area more blurry. Are there another filter that in contrast to if i where to use true when scaling up actually perserves the crispness of the image?
Edit:
I now tried this approach instead:
scaledRect = new RectF(x, y, x+image.getWidth()*scale, y+image.getHeight()*scale);
paint = new Paint();
paint.setAntiAlias(false);
paint.setDither(false);
paint.setFilterBitmap(false);
And in the draw call:
canvas.drawBitmap(this.image, null, scaledRect, paint);
With no success...
Android processes bitmap scaling with bilinear interpolation algorithm by default. What you're trying to do is nearest neighbor interpolation.
Make a Paint, turn off dither and anti-alias, don't draw by createScaledBitmap and try this:
paint.setDither(false);
paint.setAntiAlias(false);
canvas.drawBitmap(bitmap, null, new RectF(left, top, width, height), paint);
Related
a have a problem with scaling images up. I have a png file that looks like this:
raw png
The image is 8px * 8px and has some red straight lines on it.
But when i draw this image with java and scale it up this happens: java image
And as you can barly see, the line is not exactly straight. It is always one pixel off and makes this kind of wavy shape. If the image gets drawn somewhere else on the frame the "waves" are somewhere else. The image is rotated 90° but I tested it without rotation and it was still there. Apart from this I do need rotated images.
Is there any way to fix this? I enabled text-antialiasing in the same Graphics2D object. Is there also some sort of anitaliasing for this?
Code
private void loadImage(String path, int field, int imageNumber) {
BufferedImage image;
image = new Resource().readImg(path);
images[field][imageNumber][0] = image;
images[field][imageNumber][1] = rotateClockwise90(image);
images[field][imageNumber][2] = rotateClockwise90(rotateClockwise90(image));
images[field][imageNumber][3] = rotateClockwise90(rotateClockwise90(rotateClockwise90(image)));
}
private BufferedImage rotateClockwise90(BufferedImage src) {
int width = src.getWidth();
int height = src.getHeight();
BufferedImage dest = new BufferedImage(height, width, src.getType());
Graphics2D graphics2D = dest.createGraphics();
graphics2D.translate((height - width) / 2, (height - width) / 2);
graphics2D.rotate(Math.PI / 2, height / 2, width / 2);
graphics2D.drawRenderedImage(src, null);
return dest;
}
When the program starts I load the image I rotate it in all 4 directions, so I don't have to do this over and over again while the program is running.
public BufferedImage getTile(int type, int part, int rotation) {
return images[type][part][rotation];
}
And then all I have to do is calling this get method and draw the image:
g2d.drawImage(tiles.getShipTile(type, part, rotation), x, y, null);
I actually found a way to avoid these weird pixels but this method makes the image a little bit blurry.
Instead of using
g2d.drawImage(img, x, y, width, height, null);
you can simply use
g2d.drawImage(img.getScaledInstance(width, height, Image.SCALE_AREA_AVERAGING), x, y, null);
which does basically the same thing but wehn I scale it up it uses this smooth making key.
I tried this and noticed that its not verry comfortable because it lags a lot.
So I just scale it up in the beginning when I also rotate the images.
As I said this method is a bit blurry but if there are no other ways avoiding this problem I have to get use of this. You almost can't see the blur, so this would be an option for me.
I basically have an ImageView which got modified with Canvas and looks like a cirlce. (original image had the dimensions of a square (500x500))
Image what the starting position looks like:
http://imgur.com/bvXdLoP
(red is transparent and got removed with help of the Canvas method)
The animation should take aroud 1000 miliseconds and during this time step for step restore to the original picture. So in the end there should be a sqaure again.
In other words the cut off corners, which are the differnce between a square and a circle (and red marked in the image), get step for step restored in around 1000 milliseconds, with a sort of spreading looking animation.
Don't really have any clue on how to achieve this, so I can just share the Canvas method I used to cut off the corners (if it helps :X):
private Bitmap createCircleImage(Bitmap bitmap) {
Bitmap bmp;
bmp = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(bitmap,
BitmapShader.TileMode.CLAMP,
BitmapShader.TileMode.CLAMP);
float radius = bitmap.getWidth() / 2f;
Canvas canvas = new Canvas(bmp);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
canvas.drawCircle(bitmap.getWidth()/2,bitmap.getHeight()/2,bitmap.getHeight()/2, paint);
return bmp;
}
Appreciate any help,
thank you!
There are many ways to achieve such behavior. For example you can create custom view and override its onDraw method such as
#Override
public void onDraw(Canvas canvas) {
canvas.drawCircle(viewWidth/2, viewHeight/2, currentRadius, paint);
}
and then you can just increase the radius little by little and invalidate the view.Since view is by default will clip on its clipBounds (you can only draw inside viewidth x viewheight rectangle unless you set it otherwise) you will get the effect that you want. And then you can tweak the interpolation to achieve smoother and more natural animation.
note: a bitmap shader is attached to the paint (you already know chow to create it). I don't include it in the code, since you shouldn't initialize it inside onDraw method for performance reason.
In a small game I am developing using libgdx, I have spears as game objects.
I implemented them using Scene2D, as a subclass of Actor. The spears can be rotated by multitudes of 90° . I want to have just the "speartip" part of my image as a part that "hurts" the Player, the shaft shall be harmless. So when I construct my Spear object, I also construct 2 rectangles that cover the tip and the shaft of the spear. But when my actor gets rotated using setRotation() , the rectangles obviously don't, cause they aren't "attached" to the spear object.
Do you have some suggestions on how to handle this kind of stuff? Code below.
public TrapEntity(Texture texture, float pos_x, float pos_y, float width, float height, Vector2 center,
float rotation, Rectangle hurtZone, Rectangle specialZone) {
super(texture, pos_x, pos_y, width, height, center, rotation);
this.hurtZone = new Rectangle(hurtZone.getX(), hurtZone.getY(), hurtZone.getWidth(), hurtZone.getHeight());
this.specialZone = new Rectangle(specialZone.getX(), specialZone.getY(), specialZone.getWidth(), specialZone.getHeight());
}
And the render method in the same class. I use it to render the bounds of the "hurtZone" rectangle:
#Override
public void draw(Batch batch, float alpha){
super.draw(batch, alpha);
batch.end();
sr.setProjectionMatrix(batch.getProjectionMatrix());
sr.setTransformMatrix(batch.getTransformMatrix());
sr.begin(ShapeRenderer.ShapeType.Line);
sr.setColor(Color.RED);
sr.rect(hurtZone.getX(), hurtZone.getY(), hurtZone.getWidth(), hurtZone.getHeight());
sr.end();
batch.begin();
}
Rectangles can't be rotated, I had to do a similar thing and struggled with finding a solution. The best solution I have found yet is to use a Polygon. You would do something like this;
//Polygon for a rect is set by vertices in this order
Polygon polygon = new Polygon(new float[]{0, 0, width, 0, width, height, 0, height});
//properties to update each frame
polygon.setPosition(item.getX(), item.getY());
polygon.setOrigin(item.getOriginX(), item.getOriginY());
polygon.setRotation(item.getRotation());
Then, to check if a point is within the rotated Polygon use;
polygon.contains(x, y);
I'll start of by showing examples of what's wrong then I'll explain how, and finally I'll ask my question.
This is the picture I want to rotate.
I am rotating it 90 degrees and 270 degrees, on multiple occasions and then combiningthose into a big buffered-image.
The code I am using to rotate a single bufferedImage is this:
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage dimg = new BufferedImage(w, h, img.getType());
Graphics2D g = dimg.createGraphics();
g.rotate(Math.toRadians(angle), w/2, h/2);
g.drawImage(img, null, 0, 0);
return dimg;
}
The out come of the rotation looks something like this.
The reason those black bars are these is because in the code you can clearly see I create a separate buffered-image which will be the final image.
Which uses the original width and hight, since the image is rotated the with and height switch so I compensated for this by changing BufferedImage dimg = new BufferedImage(w, h, img.getType()); to BufferedImage dimg = new BufferedImage(h, w, img.getType());.
I though it would be logical that this would solve my problem.
But I was wrong now the rotational outcome is this.
So from this point on is where I have no clue why it's doing this.
I might just be overlooking a tiny thing, or it's a common error even though I can't find any instance of this occurring.
So here is my question to you, why does it do this? And how do I fix this.
The image isn't square. If you rotate it by 90°, then you will create a gap that you need to fill.
Solutions:
Make sure the image is square
"Rotate" the size: When you rotate by 90° or 270°, you need to create a target image with swapped width and height (i.e. 200x100 -> 100x200)
Crop the image. Good in your case since scaling will make the arrow look bad but it might be out of center
Scale the image. If it's 609x579, scale it down to 579x579 (scaling down will usually look a little bit better).
Find the border color and fill the gap with the border color after the rotation
I figured it out.
The thing I was doing in the start was rotating the host image (dimg),
and then drawing the original image to it.
I could just as well have tried to fit a square in a circle my earlier rotation actually makes no sense at all.
So what I need to do is first create the host, draw the image to the host, the rotate the host and return it as the final image.
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage dimg = new BufferedImage(w, h, img.getType());
Graphics2D g = dimg.createGraphics();
g.drawImage(img, null, 0, 0); //Draw before rotating
g.rotate(Math.toRadians(angle), w/2, h/2); //Rotating after drawing
return dimg;
}
I hope this helps out some other people as well
if you want to use a similar code as first code
this may help ( if you remove the comments and debug lines (such as painting the background) it has only the translate((W-w)/2,(H-h)/2) line in addition )
// do not forget to import static java.lang.Math.*
public static BufferedImage rotate(BufferedImage img, int angle) {
int w = img.getWidth(null);
int h = img.getHeight(null);
double rad = toRadians(angle);
double eps = 1e-3;
int W=(int)(abs(cos(rad))*w+abs(sin(rad))*h-eps)+1;//W after rotation(calculated by using a little geometry )
int H=(int)(abs(sin(rad))*w+abs(cos(rad))*h-eps)+1;//H after rotation
//you may use max value ( diameter of the rectangle ) instead of dynamic value but in that case you must be careful of the black edges ( in this case red edges )
// if 90 is not a divisor of angle then you can't fit a rectangle with that angle in another one so the red edges are inevitable
// but with calculated W and H this edges are minimum
BufferedImage dimg = new BufferedImage(W,H, BufferedImage.TYPE_INT_RGB);// you can change it to any type you want it's just a sample
Graphics2D g = dimg.createGraphics();
g.setColor(Color.RED); // background color of red for displaying the red edges when image is not completely fit
g.fillRect(0, 0, W, H);
int x=(W-w)/2;
int y=(H-h)/2;
g.translate(x, y); // moving dimg center to img center ( this was what first code lack in )
g.rotate(-rad, w/2, h/2); // now rotating dimg around the center of img ( which is now same as center of dimg )
// we rotate dimg by -rad and draw img normally , it's like rotating img by rad instead of dimg by -rad
g.drawImage(img,null,0,0); // and drawing
return dimg;
}
I have found a good way to draw text in openGL by creating a Bitmap, drawing text on it, and making it into a texture.
I have screenCoordinates(320,~~480) and gameCoordinates(20,28), in which quads' dimensions are defined. Example constructor: GameObject(x, y, width, height, text).
To create the bitmap I create a Canvas with this size:
// get width and height in px (p is a Paint() object)
p.setTextSize(textSize * Main.getMainResources().getDisplayMetrics().density);
final int width = (int) p.measureText(text);
final int height = (int) (p.descent() + -p.ascent());
canvas.drawText(text, 0, -p.ascent(), p);
Create a bitmap of this, scaled to the next power of 2, and you have your texture-bitmap.
However the problem is that because the quad's dimensions are not adapted to the bitmap(text) dimensions, the text isn't very smooth. I have the possibility to change the quad's dimensions with quad.setDimensions(width, height), but what would be the size I'd have to give it, and also shouldn't I also have to worry about the textSize(sp) of the text i'm drawing?
This all is in 2D, and some simple math's might get involved, but how should I get the right dimensions?