Hi, i'm Giancarlo Todone and i really appreciate all your work around
the great piece of software that GWT is. I'm developing various web-
based applications and entertainment UI based on GWT. As a side result
of one of my latest works, i've ended up writing a quite complete set
of classes to manage animations in any java-based code, including GWT.
Seeing the GWT team has placed such a feature in its wishlist, i'm
trying to comment, refactor and pack my classes to conform to Google's
coding standards, and so to become a GWT contributor. In the
meanwhile, i can show you what are we speaking about. Take a look at
http://www.ecando.it and click on PlayPlate demo. Any comments would
be appreciated. giancarl...@gmail.com, gian...@ecando.it
PS: if the site is down or showing weird things, please try coming
back to the site in another moment, i'm still working on it.
Giancarlo Todone
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it has
-an interface named "Animable" containing all methods you would expect
to find in an animable object (getPosition, setPosition,...)
-an interface named "Animator" containing some helper methods
There are two major classes that implement "Animator":
"SimultaneousAnimations" and "TimeLine". If you add animations
(=classes implementing Animator) to a TimeLine, they will be
"executed" sequentially, while SimultaneousAnimations does it in
parallel. As a result of this arrangement, you can add animations to a
SimultaneousAnimations and then add SimultaneousAnimations to a
TimeLine, but you could add a TimeLine to the SimultaneousAnimations,
too (since TimeLine is also an Animator).
A TimeLine ends when its last Animator ends.
A SimultaneousAnimations ends when its "rule" comes to be true; you
can add an instance of a class that implements "Rule" to a
SimultaneousAnimations and evaluate in the method Rule.test() if your
animation should end.
You could even add command in a "generic command pattern" flavour to a
timeline, so if you need to animate a sprite, reset the score,
initialize the next level and restart the animation, you can.
When you'rd done adding animations (each Animator is expected to be
constructed passing one or more Animable) you can start asynchronously
the base timeline -that is- call the start() method (implicitly
starting a timer, ie: one single timer for the entire animation
involving several Animable moving around and changing color or frame).
To make your own animations there are several ways:
-using a bunch of base animations (follow, escape, getTo, pause,
followPath,...) that you can combine toghether with
SimultaneousAnimation and TimeLine
-writing your own implementation of Animator
-extending an abstract class "SimpleAnimator" (obviously implementing
Animator)
The last way is preferred, since you only have to specify four
methods:
-initialize
-finalize
-animate
-test (the base Rule.test() method: it will be used if you don't
specify external rules. SimpleAnimator implements Rule, too)
So, I'm going to search for people writing similar things, but since
I'm new on this forum i can't swear i will find them :)
Anyone interested in my strongly OOP-pattern based animation
framework, please contact me.
Giancarlo
Cheers,
Daniel