I'm making a game that is Pixel-based in Android. I have several 8x8 sprites that need to be resized to fit on a 100x100 area. As a test to see if it would work, I tried to just make the image fill the entire canvas. It kind of worked, but it made the 8x8 sprite turn into a 12x12 sprite, making the pixels look really odd and distorted. Here's what I have so far:
Bitmap grass = BitmapFactory.decodeResource(getResources(), R.drawable.small);
Paint configuration = new Paint();
configuration.setDither(false);
configuration.setAntiAlias(false);
Matrix myMatrix = new Matrix();
myMatrix.postScale(canvas.getWidth() / grass.getWidth(), canvas.getWidth() / grass.getHeight());
Bitmap resizedBitmap = Bitmap.createBitmap(grass, 0, 0, grass.getWidth(), grass.getHeight(), myMatrix, false);
canvas.drawBitmap(resizedBitmap, 0, 0, null);
If you work on bitmaps then you simply can't. You'd minimize the distortion by scaling up by non-fractional factor so each pixed would be repeated same number of times (i.e. image 10x10 to 20x20 is scaled by factor of two, but 8x8 to 12x12 is 1,5 so no luck). The solution would be to have all assets in vector form (i.e. SVG) and then render them on run-time according to device density and other specs or prepare separate assets for various type of devices (which would blow application size up a bit)