I want to have an animation with various steps that do moves (translations) and rotations like "straight on, turn left, straight on, ...." of a car.
I am able to do this in an AnimationSet
, but fail at rotating around the center of my car image with the "RELATIVE_TO_SELF" setting. I know about
Animation a = new RotateAnimation(0,90,Animation.RELATIVE_TO_SELF,0.5f,... )
for this purpose. Still the rotation occurs around the upper left corner of the screen (or canvas?).
Currently I am solving this by manually keeping track of the position after each animation step, but this is suboptimal.
I suspect that my initial layout setup is bogus:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical"
>
<FrameLayout
android:layout_height="wrap_content"
android:layout_width="fill_parent">
<!-- view that draws some background -->
<de.bsd.turtlecar.SampleView android:id="@+id/graph_view"
android:layout_height="350px"
android:layout_width="fill_parent"
android:visibility="invisible"
/>
<!-- the car -->
<ImageView android:id="@+id/car_view"
android:src="@drawable/turtle_car"
android:layout_height="wrap_content"
android:layout_width="wrap_content"
android:visibility="invisible"/>
</FrameLayout>
<Button ... onClick="run" ... />
</LinearLayout>
This shows the car in the upper left corner (should show up in a different place -- basically where the animation later starts. And it should be move later).
In my code that is triggered through the run button I do:
ImageView carView = (ImageView) findViewById(R.id.car_view);
print(carView);
AnimationSet animationSet = new AnimationSet(true);
TranslateAnimation a = new TranslateAnimation(
Animation.ABSOLUTE,200, Animation.ABSOLUTE,200,
Animation.ABSOLUTE,200, Animation.ABSOLUTE,200);
a.setDuration(1000);
animationSet.addAnimation(a);
RotateAnimation r = new RotateAnimation(0f, -90f,200,200); // HERE
r.setStartOffset(1000);
r.setDuration(1000);
animationSet.addAnimation(r);
...
So at the point with here, the rotation works, but I have to keep track. if I rotate RELATIVE_TO_SELF, the rotation happens around (0,0) of the screen.
Additional question: what can I do in order to keep the car on screen after the animation has finished?
Or am I completely on the wrong track?
Try adding setFillAfter(true) to your Animations. That will certainly keep the car in its final place and it may solve your rotation point problems too