I have a game in which the player has to do something within a defined time.

E.g.: the player has 10 seconds to complete a level.

My current code animates an imageview (it's only a horizontal line) when the game starts:

progressAnimation = new TranslateAnimation(0, -Settings.screenWidth, 0, 0);
progressAnimation.setDuration(level * 10000);
progressAnimation.setInterpolator(new LinearInterpolator());

progressView = new ProgressView(context);

Simultaneously I start a handler:

handler.postDelayed(new Runnable() {
    public void run() {
        fireResultActivity(-1); // -1 means, time's up.
}, level * 10000);

If the user can finish the game within 10 seconds an activity comes up and congratulates, if they can't another, "fail" activity comes up.

Is it a good practice to use animation to indicate the progress and start a handler simultaneously?

Could you recommend other (better) solution?


First of All you should be using setAnimationListener on animation object. so no need of Handler

progressAnimation.setAnimationListener(new Animation.AnimationListener() {
    public void onAnimationStart(Animation animation) {


    public void onAnimationEnd(Animation animation) {
       fireResultActivity(-1); // call your method here

    public void onAnimationRepeat(Animation animation) {


As it has built-in listener for Animation, there is no need to create new thread using handler

| improve this answer | |
  • \$\begingroup\$ Hi there, welcome to Code Review! Could you explain in your answer why setAnimationListener is better than using a handler? \$\endgroup\$ – Pimgd Mar 22 '16 at 8:17
  • \$\begingroup\$ As its has in-build listener for Animation no need to create new thread using handler \$\endgroup\$ – N J Mar 22 '16 at 9:16
  • \$\begingroup\$ if you would write your explanation in your answer then we can delete the comments \$\endgroup\$ – Pimgd Mar 22 '16 at 9:17
  • \$\begingroup\$ @Pimgd update answer \$\endgroup\$ – N J Mar 22 '16 at 9:41

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