In Java, object movement and animation can be achieved without relying on threads. One common approach is to use a game loop along with delta time to calculate the object's position based on its velocity and the elapsed time. This allows for smooth and consistent movement without the need for threads.
To begin, you will need to define the properties of the object you want to move, such as its position, velocity, and any acceleration or forces acting upon it. Once you have these properties defined, you can use a game loop to update the object's position based on its velocity and the elapsed time.
Here's a basic example of how to achieve this:
```java
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
long timer = System.currentTimeMillis();
int updates = 0;
int frames = 0;
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while (delta >= 1) {
tick(); // Update object position
updates++;
delta--;
}
render(); // Render object at new position
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("Ticks and frames: " + updates + " " + frames);
updates = 0;
frames = 0;
}
}
```
In this example, the `tick()` method is responsible for updating the object's position, and the `render()` method is used to render the object at its new position. By calculating the delta time and using it to update the object's position in the game loop, you can achieve smooth and consistent movement without relying on threads.
It's important to note that for more complex animations and games, using threads may still be necessary to handle input, networking, and other tasks. However, for simple object movement and animation, the approach outlined above can be a lightweight and effective alternative to using threads.