A image (here the node named hero
) is moved according to the KEY pressed in keyboard. But a method named getBoundsInLocal()
is used. I can't truly understand the purpose of this method . Does it helps to get the width and height of the image ?
private void moveHeroBy(int dx, int dy) {
if (dx == 0 && dy == 0) return;
final double cx = hero.getBoundsInLocal().getWidth() / 2;
final double cy = hero.getBoundsInLocal().getHeight() / 2;
double x = cx + hero.getLayoutX() + dx;
double y = cy + hero.getLayoutY() + dy;
moveHeroTo(x, y);
}
private void moveHeroTo(double x, double y) {
final double cx = hero.getBoundsInLocal().getWidth() / 2;
final double cy = hero.getBoundsInLocal().getHeight() / 2;
if (x - cx >= 0 &&
x + cx <= W &&
y - cy >= 0 &&
y + cy <= H) {
hero.relocate(x - cx, y - cy);
}
}
This method is called by an AnimationTimer
by this way:
AnimationTimer timer = new AnimationTimer() {
@Override
public void handle(long now) {
int dx = 0, dy = 0;
if (goNorth) dy -= 1;
if (goSouth) dy += 1;
if (goEast) dx += 1;
if (goWest) dx -= 1;
if (running) { dx *= 3; dy *= 3; }
moveHeroBy(dx, dy);
}
};
timer.start();
I have found similar method named getBoundsInParent() . what do these two methods do & what are the differences ?
getBoundsInLocal
returns the bounds of aNode
in it's own coordinate system.getBoundsInParent
returns the bounds after adjusting them with depending on transforms/layoutX
/layoutY
.Both can be used to determine the size, but which size you need is determined by the coordinate system you're using...
Example
prints
For a untransformed
ImageView
you can determine the size by using theviewport
's size or if this property is set tonull
thewidth
/height
of theimage
used with theImageView