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Archive for September, 2006

// paint all rectangles void paint(Graphics g) {

Saturday, September 30th, 2006

public void paint(Graphics g) { g.setColor(myColor); g.fillRect(locx,locy,width,height); } } The this Keyword Let s look inside the constructor method of DancingRect. (Remember that a constructor is a method with the same name as the class, with no return type.) What is this? public DancingRect(int locx,int locy, […]

// paint all rectangles void paint(Graphics g) {

Saturday, September 30th, 2006

Figure 2-8 DancingRect object The danceStep() and paint() methods provide the public interface to a DancingRect object. All other objects can access these methods. By contrast, the data inside a DancingRect, such as its location, is shielded from the outside, or encapsulated. Encapsulation means that data inside an object is not […]

// paint all rectangles void paint(Graphics g) {

Saturday, September 30th, 2006

// paint all rectangles void paint(Graphics g) { for (int i = 0; i < NUM_RECTS; i++) { g.fillRect(locx[i],locy[i],width[i],height[i]); } } Actually, this code would work fine if you filled in all the blanks. The problem is that it s not a good foundation for a more complex […]

To use double-buffering in your own applets, paste

Saturday, September 30th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Adding Complexity to Your Animation Let s consider the problem of making all the rectangles jiggle on the screen. This is easy, you say. Just […]

To use double-buffering in your own applets, paste

Saturday, September 30th, 2006

method. Remember that paint() is called to draw the applet when it first appears on the screen. By clipping in the paint() method, you ve restricted painting to the clipping rectangle, and the region outside the clipping rectangle will always stay blank. The proper moment to clip in our applet is when […]

To use double-buffering in your own applets, paste

Saturday, September 30th, 2006

To use double-buffering in your own applets, paste in the declarations of the image and offscreen buffer, and modify init() and paint() as has just been discussed. You ll also need to override update() so it doesn t clear the screen: public void update(Graphics g) { paint(g) } […]

In this section, you ll learn the cause of

Saturday, September 30th, 2006

Figure 2-6 Double-buffering in action Let s translate this into Java. First, you must declare an offscreen buffer, using the following syntax: Graphics offscreen; // Declaration of offscreen buffer Image image; Think of an Image as a complete picture that can be blasted to the screen. (You ll learn more […]

In this section, you ll learn the cause of

Saturday, September 30th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next The net result of a repaint() call is that the screen is filled with the background color before the foreground is painted. When repaint() is […]

In this section, you ll learn the cause of

Saturday, September 30th, 2006

In this section, you ll learn the cause of animation flicker and how to use double-buffering and clipping to improve the quality of your animations. We will use the Broadway Boogie Woogie applet as our example. First, let s find out what s causing flicker in the animation. Understanding Animation […]

Black Art of Java Game Programming by Joel

Saturday, September 30th, 2006

Figure 2-3 Broadway execution path The animation thread operates independently once its start() method is called, and stops executing in response to stop(). And while the animation thread is running, it causes the rectangle to jiggle around. Why is all this code needed to create a simple animation? For example, why […]

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