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To use double-buffering in your own applets, paste

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 add arrays of ints to track each rectangle s location (location arrays), another array to track the state of every rectangle, and bounds arrays that store how far each rectangle can move. Then modify the updateRectangle() method so that it cycles through every rectangle, updating the position and state of each. Finally, paint() will draw each rectangle at its new location by using the updated location arrays. In other words, the code might look something like the following pseudocode. What s wrong with it? // add this code to Broadway for multiple // moving rectangles // arrays for location int locx[NUM_RECTS] = new int[NUM_RECTS]; int locy[NUM_RECTS] = new int[NUM_RECTS]; // arrays for bounding rectangle movement int bounds_left[NUM_RECTS] = {90,100,…}; int bounds_right[NUM_RECTS] = {110,120,…}; int bounds_up[NUM_RECTS] = {90,100,…}; int bounds_down[NUM_RECTS] = {170,130,…}; // array for rectangle state byte state[NUM_RECTS]; … // routine for updating rectangles void updateRectangles() { for (int i = 0; i < NUM_RECTS; i++) { switch (state[i]) { case UP: ... }
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