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Java Source | 1997-07-13 | 3.1 KB | 106 lines |
- /*
- * Copyright (c) 1995-1997 Sun Microsystems, Inc. All Rights Reserved.
- *
- * Permission to use, copy, modify, and distribute this software
- * and its documentation for NON-COMMERCIAL purposes and without
- * fee is hereby granted provided that this copyright notice
- * appears in all copies. Please refer to the file "copyright.html"
- * for further important copyright and licensing information.
- *
- * SUN MAKES NO REPRESENTATIONS OR WARRANTIES ABOUT THE SUITABILITY OF
- * THE SOFTWARE, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
- * TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
- * PARTICULAR PURPOSE, OR NON-INFRINGEMENT. SUN SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES.
- */
- import java.awt.*;
- 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;
- }
-
- 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;
- }
- }
- }
-
- //Draw the current frame of animation.
- public void paint(Graphics g) {
- g.drawString("Frame " + frameNumber, 0, 30);
- }
- }
-