/* * 1.0 code. */ import java.awt.*; import java.applet.Applet; /* * This applet animates graphics that it generates. This example * isn't a good one to copy -- it flashes. The next couple of examples * will show how to eliminate the flashing. */ public class FlashingGraphics extends Applet implements Runnable { int frameNumber = -1; int delay; Thread animatorThread; boolean frozen = false; int squareSize = 20; boolean fillColumnTop = true; public void init() { String str; int fps = 10; //How many milliseconds between frames? str = getParameter("fps"); try { if (str != null) { fps = Integer.parseInt(str); } } catch (Exception e) {} delay = (fps > 0) ? (1000 / fps) : 100; //How many pixels wide is each square? str = getParameter("squareWidth"); try { if (str != null) { squareSize = Integer.parseInt(str); } } catch (Exception e) {} } public void start() { if (frozen) { //Do nothing. The user has requested that we //stop changing the image. } else { //Start animating! if (animatorThread == null) { animatorThread = new Thread(this); } animatorThread.start(); } } public void stop() { //Stop the animating thread. animatorThread = null; } public boolean mouseDown(Event e, int x, int y) { if (frozen) { frozen = false; start(); } else { frozen = true; stop(); } return true; } public void run() { //Just to be nice, lower this thread's priority //so it can't interfere with other processing going on. Thread.currentThread().setPriority(Thread.MIN_PRIORITY); //Remember the starting time. long startTime = System.currentTimeMillis(); //This is the animation loop. while (Thread.currentThread() == animatorThread) { //Advance the animation frame. frameNumber++; //Display it. repaint(); //Delay depending on how far we are behind. try { startTime += delay; Thread.sleep(Math.max(0, startTime-System.currentTimeMillis())); } catch (InterruptedException e) { break; } } } public void paint(Graphics g) { Dimension d = size(); boolean fillSquare; boolean fillNextFrame; int rowWidth = 0; int x = 0, y = 0; int w, h; int tmp; //Set width of first "square". Decide whether to fill it. fillSquare = fillColumnTop; fillColumnTop = !fillColumnTop; tmp = frameNumber % squareSize; if (tmp == 0) { w = squareSize; fillNextFrame = !fillSquare; } else { w = tmp; fillNextFrame = fillSquare; } //Draw from left to right. while (x < d.width) { int colHeight = 0; //Draw the column. while (y < d.height) { colHeight += squareSize; //If we don't have room for a full square, cut if off. if (colHeight > d.height) { h = d.height - y; } else { h = squareSize; } //Draw the rectangle if necessary. if (fillSquare) { g.fillRect(x, y, w, h); fillSquare = false; } else { fillSquare = true; } y += h; } //while y //Determine x, y, and w for the next go around. x += w; y = 0; w = squareSize; rowWidth += w; if (rowWidth > d.width) { w = d.width - x; } fillSquare = fillColumnTop; fillColumnTop = !fillColumnTop; } //while x fillColumnTop = fillNextFrame; } }