In the pure Java version, calling width() or height() on Image or on ImageLayer works. But with HTML5 backend I get zero if I call it too early.
Image image = assets().getImage("images/myimage.png");
ImageLayer layer = graphics().createImageLayer(image);
float w1 = image.width();
float w2 = layer.width();
I tried right after the getImage() in the initialization code of the game and also from the paint() method, the first time paint() is called. But I always get zero with the HTML5 backend (Chrome, MacOs). However, if I call width() after the second call to the paint() method I get the correct width. So it seems that with the HTML5 backend the semantics is different: the width() method returns the correct width of an image / layer after it has been rendered a first time.
Is my interpretation correct and how to get the size before rendering?