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AnimatorApplet.javaAPI DocExample2577Tue Dec 12 18:58:48 GMT 2000None

AnimatorApplet.java

/*
 * 1.1 version.
 */

import java.awt.*;
import java.awt.event.*;
import java.applet.Applet;

/* 
 * Based on Arthur van Hoff's animation examples, this applet
 * can serve as a template for all animation applets.
 */

public class AnimatorApplet extends Applet 
			    implements Runnable {
    int frameNumber = -1;
    int delay;
    Thread animatorThread;
    boolean frozen = false;

    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;

	addMouseListener(new MouseAdapter() {
            public void mousePressed(MouseEvent e) {
                if (frozen) {
                    frozen = false;
                    start();
                } else {
                    frozen = true;
                    stop();
                }
            }
       });
    }

    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 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();

        //Remember which thread we are.
        Thread currentThread = Thread.currentThread();

        //This is the animation loop.
        while (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;
            }
        }
    }

    //Draw the current frame of animation.
    public void paint(Graphics g) {
        g.drawString("Frame " + frameNumber, 0, 30);
    }
}