Android: Noiz2

Following on from my porting of Kenta Chos BulletML demo I decided to port Noiz2 to Android.

I’m not going to go into a great deal of detail as to what was required to get this to work on Android. In short, I had to rewrite the entire BulletML parser which was quite a bit of work. This was because the code used a pull parser which wasn’t available for Android. I converted it to use XmlPullParser. Then I had to seperate the update code from the draw code, implement a screen canvas drawing layer and pull the whole lot into use the Android class “CanvasSurfaceView”.

It just so happens that all the graft I put in with my previous Android applications _combined_ with the stuff I had picked up when trying to write my own shoot-em-up came together so that I thought what-the-hell and launched into trying to port it to the Android phone. So what do you think..


This was a great learning experience as my own game is far from finished and I had not at that point come against the pitfalls of trying to write something which uses the touch-screen to control the game.

It’s not quite ready for publishing yet but I did have to go back to the developers forum to check on why the touch screen slows down the rendering of the game.

If I have got this correctly: there are two threads to the game application. The UI thread (which handles the touch screen) and the game itself. Any game on Android is split into two theads of execution – the the update of the screen elements and the update of the UI. Using the touch screen to update the position of the ship slowed the game to a crawl. What to do?

The solution as stated here is to put a “Thread.wait” into the touch handler.

The reason this works is that the Thread scheduler divides time between the competing threads. If you touch the screen then the UI automatically gets a large chunk of that time. This slows down the game drawing thead. The solution is to sleep for a short amount of time to free up the game thread to draw the screen elements.

Well it seems to work up to a point. The later levels with lots of screen elements still go at a crawl but I see this is still the case on the rRootage port to the iPhone (which I now see has been published).

Here is a picture which does not do justice to my own shoot-em-up.


This is written using the OpenGL surface. All the screen elements are animated so the ships engines are working away and the missiles are spinning and changing colour as they move up the screen.

I have tried to write something which is an elegant as I can. No ugly shortcuts. The reasoning behind this is that I can optimise it later but for now the code should adopt nice Java6 structures and any design patterns that seem applicable. I keep getting sidelined into other stuff but as of now here’s the plan:

So that’s the plan. I rarely abandon ideas so I suspect I will see this through. Should be interesting to see what I come up with. I have some nice ideas which I think will mark my shooter out from the pack so lets see….


The source code for this is now available here.


2 Responses to “Android: Noiz2”

  1. компьютерный форум on June 2nd, 2010 8:47 pm


  2. Administrator on June 5th, 2010 11:12 pm

    Your welcome!