How can I animate a circle with PlayN?
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14-11-2019 - |
Question
This is a follow up to my last question:
How can I draw a circle to the screen with PlayN?
For my simple case, I want to programmatically create a single colored circle and move it across a 2-D plain (doesn't need to use box2d lib).
A real-world example would likely involve animating several circles. Two real-world examples for this case (sorry, I had to remove the links -- not enough karma!):
- Browsmos for Chrome
- Ants AI Challenge
It was suggested in response to my last question that I would want to use the ImmediateLayer class, so I am looking to understand how to properly incorporate this into my game loop.
Here's is my code sample:
public class SimpleCircleAnimation implements Game {
// Surface
private GroupLayer rootLayer;
private ImmediateLayer surface;
private Canvas canvas;
private Circle circle;
private CanvasImage circleImage;
@Override
public void init() {
// create root layer
rootLayer = graphics().rootLayer();
// a simple circle object
int circleX = 0; int circleY = 0;
int circleRadius = 20;
circle = new Circle(circleX, circleY, circleRadius);
// create an immediate layer and add to root layer
ImmediateLayer circleLayer = graphics().createImmediateLayer(new ImmediateLayer.Renderer() {
public void render (Surface surf) {
circleImage = graphics().createImage(circle.radius*2, circle.radius*2);
canvas = circleImage.canvas();
canvas.setFillColor(0xff0000eb);
canvas.fillCircle(circle.radius, circle.radius, circle.radius);
surf.drawImage(circleImage, circle.x, circle.y);
}
});
rootLayer.add(circleLayer);
}
@Override
public void paint(float alpha) {
}
@Override
public void update(float delta) {
// move circle
int newX = circle.x + 4; int newY = circle.y + 4;
circle.setPoint(newX, newY);
}
@Override
public int updateRate() {
return 25;
}
}
This successfully moves the circle diagonally down the screen from left to right. A couple questions:
- Is this implemented properly?
- In the case of multiple animated circles, is the idea with ImmediateLayer that you would create a circle image for each circle within the Renderer callback? Or would you perhaps create an Immediate Layer for each circle and add those to the root layer?
Solution 2
I discovered a detailed practical example of ImmediateLayer usage in the Cute Game source within the PlayN Samples:
OTHER TIPS
I would not use ImmediateLayer wiht render (Surface surf) adapter. Here u have, inside the render method creation of an image
circleImage = graphics().createImage(circle.radius*2, circle.radius*2);
just put this in the paint method
surf.drawImage(circleImage, circle.x, circle.y);
using the normal layer and u should be fine
Painting is done in paint method, and do not put calculations there Update is for calculations, and physics oriented stuff