Resolution independence in Android SurfaceView
android, screen-resolution
Solution
You'd just scale the sprites when you load them. I am guessing you're loading them as Bitmaps from a Resource, right? If that's the case then all you need to do it something like this:
BitmapFactory.Options options = new BitmapFactory.Options();
options.outHeight = spriteHeight * scale;
options.outWidth = spriteWidth * scale;
Bitmap sprite = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.sprite, options)
Where scale is based on the change of the screen size.
Problem
I am currently starting a game engine in Android, first foray into the platform and have the basics in place however i am unsure of the best way to approach resolution independence when using SurfaceView to draw graphics. Looking for pointers as to how to keep the game / sprites etc all looking the same independent of the screen, obviously it wouldn't be efficient to scale all the sprites every frame or store many variations for differing resolutions