Methods Summary |
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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();
}
}
});
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public void | paint(java.awt.Graphics g)
g.drawString("Frame " + frameNumber, 0, 30);
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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;
}
}
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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();
}
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public void | stop()
//Stop the animating thread.
animatorThread = null;
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