Using the JavaFX AnimationTimer

In retrospect it was probably not a good idea to give the AnimationTimer its name, because it can be used for much more than just animation: measuring the fps-rate, collision detection, calculating the steps of a simulation, the main loop of a game etc. In fact, most of the time I saw AnimationTimer in action was not related to animation at all. Nevertheless there are cases when you want to consider using an AnimationTimer for your animation. This post will explain the class and show an example where AnimationTimer is used to calculate animations.

Screenshot of the AnimationTimer example used in this post
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Teaser of my upcoming website

It has been very quite on my blog for some time now. The reason is, that I was busy writing a new web application at day and night – well mostly at night. It is almost done and I will hopefully be able to open it for public beta next week.

The application provides an online whiteboard. You can attach sticky notes and draw on the canvas directly. It is pretty flexible. My original idea was a tool that helps me while brainstorming new ideas. But looking at the final result now, I guess you can use it for all sorts of things you would usually use a whiteboard for. Maybe even as a Scrum board or a Kanban board. ๐Ÿ™‚

Below is a screenshot. If this looks interesting, stay tuned for the announcement sometime next week.

Screenshot of my new web application

Creating a Sprite Animation with JavaFX

While most of my posts so far dealt with JavaFX properties and bindings, today I want to write about another part of the JavaFX runtime I also work on: the animation API. In this article I will explain how to write custom animations in JavaFX and use this approach to create a class for sprite animations. (This will also be a good practice for one of my sessions at the conference 33rd Degree. I plan to write a game in JavaFX in just one hour. That’s going to be fun!) ๐Ÿ™‚

 The Horse in Motion
The Horse in Motion

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