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Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.

2 votes
1 answer
3k views

Fitting tilemap to any screen resolution

My game screen consists of a grid of 25 x 12 tiles. … Another solution would be to simply draw an extra tile to the right (make my grid 26x12) but this would mean that I would be drawing extra tiles that weren't needed on some screen resolutions (where screen
BungleBonce's user avatar
  • 1,927
2 votes
2 answers
1k views

Odd Android touch event problem (Nexus 10)

The problem I have a left and right button on the left of the screen and a jump button on the right. … Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite …
BungleBonce's user avatar
  • 1,927
3 votes
2 answers
539 views

Formula for converting ratio of current device to target device

The only values I know for sure, are the physical screen ratio of the development device (in landscape) and the current device (regardless of orientation). … However, this doesn't work on all devices as the resulting figure could actually be larger (wider) than the physical screen. …
BungleBonce's user avatar
  • 1,927
3 votes
1 answer
939 views

Scaling sprite velocity / co-ordinates in Android

What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? … This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move …
BungleBonce's user avatar
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