Android Add Delay in onDraw method
I am new to android and building an app which involves displaying a view for 2 seconds and then change. Here's my onDraw method:

        public void onDraw(Canvas canvas)
    {
    float level = game.level;
    width = getWidth();
    tile_length = width/level;
   
    Paint rect = new Paint();
   rect.setColor(getResources().getColor(R.color.dark));
   canvas.drawRect(0, 0, width, width, rect);
    
       game.numbers.setTextSize( (0.70f * tile_length));
       game.numbers.setTextAlign(Paint.Align.CENTER);
     
       grid.setColor(getResources().getColor(R.color.lines));
      rect.setColor(getResources().getColor(R.color.tile_on));
       
       int ind = 1;
       int tile_num = 1;
       FontMetrics fm = game.numbers.getFontMetrics();  
       
  float x = tile_length/2;
       float y = tile_length/2 - (fm.ascent + fm.descent) / 2;
       
       Log.v(LOG_TAG, "changed = " + game.changed);
      
      for (int i=0; i<width; i+=tile_length)
      {
      for(int j=0; j<width; j+=tile_length)
      {
      for(int k = 0; k<level; k++ )
      if(tile_num == game.random[k])
      {
    //   Log.v(LOG_TAG, "i = " + i + "j = " + j);
     game.set_Coordinates(ind-1, i, j);
     String tile = Integer.toString(ind++);
     canvas.drawRect(i, j, i+tile_length, j+tile_length, rect);
     canvas.drawText(tile, i+x, j+y, game.numbers); //needs to be updated after 2 seconds
      break;
      }
      
      tile_num++;
     
      }
      }
        }
I understand i have to use postdelayed method somewhere, but don't know how...Now i just want to ommit the canvas.drawText line after the delay. 
Android Add Delay in onDraw method
===

I am new to android and building an app which involves displaying a view for 2 seconds and then change. Here's my onDraw method:

        public void onDraw(Canvas canvas)
    {
    float level = game.level;
    width = getWidth();
    tile_length = width/level;
   
    Paint rect = new Paint();
   rect.setColor(getResources().getColor(R.color.dark));
   canvas.drawRect(0, 0, width, width, rect);
    
       game.numbers.setTextSize( (0.70f * tile_length));
       game.numbers.setTextAlign(Paint.Align.CENTER);
     
       grid.setColor(getResources().getColor(R.color.lines));
      rect.setColor(getResources().getColor(R.color.tile_on));
       
       int ind = 1;
       int tile_num = 1;
       FontMetrics fm = game.numbers.getFontMetrics();  
       
  float x = tile_length/2;
       float y = tile_length/2 - (fm.ascent + fm.descent) / 2;
       
       Log.v(LOG_TAG, "changed = " + game.changed);
      
      for (int i=0; i<width; i+=tile_length)
      {
      for(int j=0; j<width; j+=tile_length)
      {
      for(int k = 0; k<level; k++ )
      if(tile_num == game.random[k])
      {
    //   Log.v(LOG_TAG, "i = " + i + "j = " + j);
     game.set_Coordinates(ind-1, i, j);
     String tile = Integer.toString(ind++);
     canvas.drawRect(i, j, i+tile_length, j+tile_length, rect);
     canvas.drawText(tile, i+x, j+y, game.numbers); //needs to be updated after 2 seconds
      break;
      }
      
      tile_num++;
     
      }
      }
        }
I understand i have to use postdelayed method somewhere, but don't know how...Now i just want to ommit the canvas.drawText line after the delay. 