Hi Ken,
Ah ha, you are right and that makes sense, I currently have quite seperate graphical components on screen at the same time, but each with it's own Animator.
So do I need to have a global Animator for all canvases that I pass to every component? that is going to make the code quite messy I think... or do you think I'd be better to wrap the Animator into a singleton? btw can it be started without any canvas initially with no problems? I see an empty constructor.
Also I have a third panel with a GLCanvas and a seperate Animator that I stop() after a single frame. So if I only have a single Animator for the game then I guess I could just return immediately from display() method when the anim is paused in that case.
Thanks for your help again

Peter