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Home/ Questions/Q 3975144
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T04:39:00+00:00 2026-05-20T04:39:00+00:00

I have a very simple animation task for Java. I need to create a

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I have a very simple animation task for Java. I need to create a basic “Wheel of Fortune Applet”. Basically what will be displayed is a wheel and a button. When that button is pressed I want it to select a random # of degrees (say in the range of 720-3600) and spin the wheel that many degrees. I will then use some logic to convert that degree number to a money value. My problem is in the animation, how do I get an image to spin at a constant pace for x number of degrees? Is there a swing function for that? Help would be much appreciated, I don’t need to know anything else about Java animation right now besides that.

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  1. Editorial Team
    Editorial Team
    2026-05-20T04:39:01+00:00Added an answer on May 20, 2026 at 4:39 am

    I’m going to assume that you understand how to rotate an image once. If you don’t, you can probably find that with a quick google search.

    What you need is a background process that rotates it for you. It works like this:

    /**
     * Warning - this class is UNSYNCHRONIZED!
     */
    public class RotatableImage {
        Image image;
        float currentDegrees;
    
        public RotateableImage(Image image) {
            this.image = image;
            this.currentDegrees = 0.0f;
            this.remainingDegrees = 0.0f;
        }
    
        public void paintOn(Graphics g) {
            //put your code to rotate the image once in here, using current degrees as your rotation
        }
    
        public void spin(float additionalDegrees) {
            setSpin(currentDegrees + additionalDegrees);
        }
    
        public void setSpin(float newDegrees) {
            currentDegrees += additionalDegrees;
            while(currentDegrees < 0f) currentDegrees += 360f;
            while(currentDegrees >= 360f) currentDegrees -= 360f;
        }
    
    }
    
    public class ImageSpinner implements Runnable {
        RotateableImage image;
        final float totalDegrees;
        float degrees;
        float speed; // in degrees per second
        public ImageSpinner(RotatableImage image, float degrees, float speed) {
            this.image = image;
            this.degrees = degrees;
            this.totalDegrees = degrees;
            this.speed = speed;
        }
    
        public void run() {
            // assume about 40 frames per second, and that the it doesn't matter if it isn't exact
            int fps = 40;
            while(Math.abs(degrees) > Math.abs(speed / fps)) { // how close is the degrees to 0? 
                float degreesToRotate = speed / fps;
                image.spin(degreesToRotate);
                degrees -= degreesToRotate;
                /* sleep will always wait at least 1000 / fps before recalcing
                   but you have no guarantee that it won't take forever! If you absolutely
                   require better timing, this isn't the solution for you */
                try { Thread.sleep(1000 / fps); } catch(InterruptedException e) { /* swallow */ }
            }
            image.setSpin(totalDegrees); // this might need to be 360 - totalDegrees, not sure
        }
    
    }
    
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