Reputation: 25134
I have a very simple animation task for Java. I need to create a basic "Wheel of Fortune Applet". Basically what will be displayed is a wheel and a button. When that button is pressed I want it to select a random # of degrees (say in the range of 720-3600) and spin the wheel that many degrees. I will then use some logic to convert that degree number to a money value. My problem is in the animation, how do I get an image to spin at a constant pace for x number of degrees? Is there a swing function for that? Help would be much appreciated, I don't need to know anything else about Java animation right now besides that.
Upvotes: 4
Views: 5770
Reputation: 82559
I'm going to assume that you understand how to rotate an image once. If you don't, you can probably find that with a quick google search.
What you need is a background process that rotates it for you. It works like this:
/**
* Warning - this class is UNSYNCHRONIZED!
*/
public class RotatableImage {
Image image;
float currentDegrees;
public RotateableImage(Image image) {
this.image = image;
this.currentDegrees = 0.0f;
this.remainingDegrees = 0.0f;
}
public void paintOn(Graphics g) {
//put your code to rotate the image once in here, using current degrees as your rotation
}
public void spin(float additionalDegrees) {
setSpin(currentDegrees + additionalDegrees);
}
public void setSpin(float newDegrees) {
currentDegrees += additionalDegrees;
while(currentDegrees < 0f) currentDegrees += 360f;
while(currentDegrees >= 360f) currentDegrees -= 360f;
}
}
public class ImageSpinner implements Runnable {
RotateableImage image;
final float totalDegrees;
float degrees;
float speed; // in degrees per second
public ImageSpinner(RotatableImage image, float degrees, float speed) {
this.image = image;
this.degrees = degrees;
this.totalDegrees = degrees;
this.speed = speed;
}
public void run() {
// assume about 40 frames per second, and that the it doesn't matter if it isn't exact
int fps = 40;
while(Math.abs(degrees) > Math.abs(speed / fps)) { // how close is the degrees to 0?
float degreesToRotate = speed / fps;
image.spin(degreesToRotate);
degrees -= degreesToRotate;
/* sleep will always wait at least 1000 / fps before recalcing
but you have no guarantee that it won't take forever! If you absolutely
require better timing, this isn't the solution for you */
try { Thread.sleep(1000 / fps); } catch(InterruptedException e) { /* swallow */ }
}
image.setSpin(totalDegrees); // this might need to be 360 - totalDegrees, not sure
}
}
Upvotes: 7