My question is: a bitmap had to be square or is possible delete the invisible parts around the colored image? I have a bitmap in a SurfaceView with an hand in the center and i want calculate the bounds of this hand deleting the invisible around it, cause i have problems with the onClick Method. Without calculate every X and Y, is possible know the bounds of the hand with a Method or other things? Thanks in advance.
The best thing you could do would be to take the picture of the hand and crop it down to the size of the hand.
This way, you'll have a smaller file and won't have to implement some kind of code work around.
About your first question: any bitmap that retains some level of transparency has to have an alpha channel so in your case a hand has an alpha channel thus you cannot just delete those alpha pixels, because if you do the transparent part will remain black. You will have to use either ARGB_4444 format or ARGB_8888 format to retain this alpha channel. As far as getting the bitmaps bounds, use a Rect or some bounding shape maybe an oval, to accurately know if your finger is touching it, you can't just know exactly if your touch is within the bounds of this hand because this hand image, at certain portions contain different widths, and heights, however you can test if your touch is touching your hand exactly by using pixel perfect collision. Here is how it works:
class drawingView extends View {
Rect rect = new Rect();
Bitmap bitmap = yourHand;
#Override
public void onDraw(Canvas canvas) {
canvas.drawBitmap(bitmap, x, y, null);
rect.set(x, y, bitmap.getWidth(), bitmap.getHeight());
invalidate();
}
public void onClick() {
if(rect.contains(event.getX(), event.getY(), && bitmap.getPixel(event.getX() - rect.left, event.getY() - rect.top) != Color.TRANSPARENT) {
// you know you exactly touched the hand even out of the transparent region
}
}
I started you off I'm sure you will understand what's going on here.
Hope this helps :)
The idea is to use a png file with the right transparency in place, which means the part around the hand should have the transparency .
Now for retaining the transparency of the image when using the BitmapFactory,make sure that your image is pulled in as ARGB_8888
Related
Firstly, I am trying to make a simple game in Java. I have a viewport that shows a tile map and I have a tank in the middle that moves by controlling the JScrollBars of the scrollpane in which the viewport resides in. So far everything has been going well, until I needed to rotate an image. Here is a picture of the game: Note: the tank body and tilemap are on seperate panels and do not share the same graphics.
Picture of non rotated tank body:
Essentially, I want to rotate a buffered image around its center (rotating in place) using arrow keys. I already have the code for the keys, and I also have a method to try and rotate the buffered image given a buffered image and angle in degrees (the angle is changed to radians in the method). This method will return a buffered image that is rotated correctly. Here is the code:
public static BufferedImage rotateImage(BufferedImage image, double angle) {
if(angle == 0)
return image;
else {
angle = Math.toRadians(angle);
double x = Math.abs(Math.cos(angle));
double y = Math.abs(Math.sin(angle));
int newWidth = (int) Math.floor(image.getWidth()*x + image.getHeight()*y);
int newHeight = (int) Math.floor(image.getHeight()*x + image.getWidth()*y);
BufferedImage rotated = new BufferedImage(newWidth, newHeight, image.getType());
Graphics2D tool = rotated.createGraphics();
AffineTransform transformer = new AffineTransform();
transformer.rotate(angle, image.getWidth()/2, image.getHeight()/2);
tool.drawImage(image, transformer, null);
tool.dispose();
return rotated;
}
}
However, as the title suggests, the image gets cut off at the top and left sides of the image when rotated as shown:
Picture of rotated tank body:
So I have looked at many different forums but I could not solve my problem. I could add whitespace around the image, but that interferes a lot with collision detection which I plan to do later on. I know that it has to do something with the original display being smaller than the display of the rotated image, and I have tried to translate accordingly in many ways. If I translate with this line of code specifically,
transformer.translate((newWidth - image.getWidth())/2, (newHeight - image.getHeight())/2);
Then the image (tank body) rotates without cutting, but bounces out of place as shown (I drew a rectangle to show where it was):
Picture of rotated tank with translation:
I also have tried negating the translations too but it only avails to funky movements.
So, I really have no clue how to solve this, and I have been spending too much time on this problem. I would really appreciate a helpful answer that directly edits my method if possible.
Answer
So here is the opening idea that I needed to realize to answer this problem.
The method to translate and rotate is meant so that the image is not cut off. However, it won't be around the center as intended as seen in the 3rd picture. But again, the method is not intended to recenter it. The painting code itself needs to account for this shift. I simply added variables to account for this:
xOffset = (newWidth - image.getWidth())/2;
yOffset = (newHeight - image.getHeight())/2
And simply subtracted these from where I was painting the tank's body.
Thanks to #camickr for the solution
When rotating a square sprite around the center point, the target image should be larger than the original image by a factor of the square root of 2 (approx. 1.41). For example, a sprite will not be clipped at a rotation angle of 45 °.
I hope this information helps you to solve your problem.
My Activity has a Canvas with both width and height equal to 6000. When I start the Activity the upper left coordinate of my screen is (0,0) so screen' center is about (30,60). What I want is start the Activity with coordinates (3000,3000) in the center of screen
any solution?
Update 1:
I used this Kotlin code:
var fondo = Lienzo(this) //fondo is the Canvas View (6000,6000)
val scrollV = ScrollView(this)
val hscrollV = HorizontalScrollView(this)
scrollV.addView(fondo)
hscrollV.addView(scrollV)
layaout1.addView(hscrollV) //layaout1 is a RelativeLayout
More code would be nice since I cannot see where you are declaring the position but if you are hard-coding the coordinates, I would suggest instead of using the same variables for width and height and just putting them in the coordinates /2 so if your variables are width and height, it should be kind of like this depending on what you are using:
.setPosition(width/2, height/2);
If this isn't useful then please provide more info or more code to see where your mistake is :)
That's not how Canvases work in Android. You don't declare how big you want it to be and it magically scales to the screen. If you're in the View's onDraw function, the Canvas passed in is the size of the View, in physical pixels. You need to scale your drawing to it. If you're drawing to an offscreen bitmap first and then blitting that to the screen, its your job to scale the bitmap via a matrix when you blit it. Also, in Android the coordinate system is 0,0 as the upper left hand corner. Unless it greatly eases your drawing I suggest you not fight it.
However you could use a matrix transformation on the Canvas to change that. First you'd want to scale the matrix by 6000/view.getHeight() in the y and 6000/view.getWidth() in the x. Then you'd want to translate it by -3000 in the x and -3000 in the y. That should scale it to the view and move origin to center.
I've been trying to draw an image of a block with an eye on the screen. I want to be able to animate more than one texture in the same way, so drawing the animations by hand is not an option. The problem is that when I move the eyelid sprite higher up than completely closed, part of the eyelid shows above the expected bounds like this. Obviously, this is a problem as it looks quite unnatural. I'd like to either have an alternative solution to this problem, or be able to crop the eyelid's Sprite object to fit behind the rest of the image. The final image consists of the eyeball, pupil (as I want to be able to animate this too), eyelid, main body and the outlines, drawn in that order. The render function looks like this:
public void render(float delta) {
float height = this.eyelid.getHeight();
float eyeHeight = height*0.7f;
this.eyelid.setY(this.eye.getY()+(eyeHeight*((100-this.lid)/100f)));
batch.begin();
this.eye.draw(batch);
this.pupil.draw(batch);
this.eyelid.draw(batch);
this.main.draw(batch);
this.shade.draw(batch);
batch.end();
}
this.lid is the % of how closed the eye is, and the image for the eyelid itself can be found here. How could I solve this problem, or how could I crop the sprite? I don't want to have to reload the texture as a sprite every frame.
I think what you're looking for is the ScissorStack class, which is documented on the libGDX wiki. You can use this object to clip around the eye's frame so that the top of the lid doesn't show.
For a Java program ("regular" program, not Applet and/or Android etc.), I have PNGs with transparency which are to be loaded and drawn atop other pictures, which is working perfectly fine. Now, for the case that there is no other picture below them (the determination of whether that is the case is not an issue, the respective code is already workingly implemented), I want them made opaque, but not in the sense of simply setting a background color; since the png source files concerned are fully colored, just with reduced opacity (alpha value) on them, it would, I guess, be no problem to simply increase the opacity of all the colors to 100%, I just don't know the commands to do it. Preferred and so far targeted way of doing it is by having them drawn in a BufferedImage, then modified respectively, but as said: How?
TLDR: images from .png with <100% opacity (same value on whole pic), how to make opaque in Java, preferrably with BufferedImage or even simpler
thanks in advance for any answers
You can try RescaleOp to scale the alpha component all the way to opaque:
float[] scales = { 1f, 1f, 1f, 0f }; // R, G, B, A
float[] offsets = {0f, 0f, 0f, 255f}; // R, G, B, A
RescaleOp rescaler = new RescaleOp(scales, offsets, null);
BufferedImage opaque = rescaler.filter(original, null);
See this Java 2D tutorial for more info.
I'm trying to change the transparency of an image over time, and I'm doing this with the method drawImage() from java.awt.Graphics. I know there's a lot of different answers online about how to do this, but I can't find a one that is simple enough for me to understand and implement.
Let's just say I have a BufferedImage image, and I want to draw this image with a 50% opacity. How would I initialize image and what would I do to adjust the alpha level of the image when I draw it. It would be great if I could use the method drawImage() and do something with that to change the transparency of the image, but it's probably not that simple.
Never tried it, but I think the basic code would be:
AlphaComposite ac = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha);
g2d.setComposite(ac);
g2d.drawImage(...);
Using image filter.
float[] scales = { 1f, 1f, 1f, 0.1f };
float[] offsets = new float[4];
RescaleOp rop = new RescaleOp(scales, offsets, null);
g2d.drawImage(buffimg, rop, 0, 0);
4th element in scales array is transparency, this value goes between 0 - 1
Answer by camickr will make the entire component apply the alpha including all inner components. But that will be much faster.
Warning: Use Image Filters with Care
ref: http://www.informit.com/articles/article.aspx?p=1013851&seqNum=2