so ive already got the animation of the frog moving perfectly just how i want it but i cant seem to stop the whole world from moving when it animates. when i use timers or counters the animations just don't works as well, like the frog does come bak to its original position when the key is released
import greenfoot.*;
/**
* Write a description of class Frog here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class Frog extends Actor
{
private GreenfootImage image1;
private int delayCount;
public Frog()
{
image1 = new GreenfootImage("frogger.png");
image1 = new GreenfootImage("frogger1.png");
image1 = new GreenfootImage("frogger2.png");
image1 = new GreenfootImage("frogger3.png");
}
public void act()
{
checkKeypress();
}
public void checkKeypress()
{
int x = getX();
int y = getY();
if(Greenfoot.isKeyDown("right"))
{
setRotation(90);
animate();
setLocation(x + 50, y);
Greenfoot.delay(3);
setImage ("frogger.png");
}
if(Greenfoot.isKeyDown("left"))
{
setRotation(-90);
animate();
setLocation(x - 50, y );
Greenfoot.delay(3);
setImage ("frogger.png");
}
if (Greenfoot.isKeyDown("up") )
{
setRotation(0);
animate();
setLocation(x, y - 50);
Greenfoot.delay(3);
setImage ("frogger.png");
}
if (Greenfoot.isKeyDown("down"))
{
setRotation(180);
animate();
setLocation(x, y + 50);
Greenfoot.delay(3);
setImage ("frogger.png");
}
}
public void animate()
{
setImage ("frogger1.png");
Greenfoot.delay(2);
setImage ("frogger2.png");
Greenfoot.delay(4);
setImage ("frogger3.png");
}
}