Sorry to have answered this thread recently, but there is a more frame-independent answer to your question: java Universal Tween Engine.
http://code.google.com/p/java-universal-tween-engine/

This library began as a way to mimic TweenMax / Lite functionality in any java project and ended as a complete, independent tweening engine. It is optimized for Android (without dynamic allocation), but can be used in almost every java project, being a Swing UI or OpenGL games ...
You should not be lost if you came from the world of TweenMax, as the basic syntax is pretty similar:
Tween.to(myObject, POSITION, 1000).target(20, 30).ease(Elastic.OUT).start(myManager);
Timing charts are slightly different, but they are still easy to understand:
Timeline.createSequence() // First, set all objects to their initial positions .push(Tween.set(...)) .push(Tween.set(...)) .push(Tween.set(...)) // Wait 1s .pushPause(1000) // Move the objects around, one after the other .push(Tween.to(...)) .push(Tween.to(...)) .push(Tween.to(...)) // Then, move the objects around at the same time .beginParallel() .push(Tween.to(...)) .push(Tween.to(...)) .push(Tween.to(...)) .end() // And repeat the whole sequence 2 times .repeatYoyo(2, 500) // Let go! .start(myManager);
Hope that helps :)
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