/* * Copyright (c) 1996-1999 Bill Venners. All Rights Reserved. * * This Java source file is part of the Interactive Illustrations Web * Site, which is delivered in the applets directory of the CD-ROM * that accompanies the book "Inside the Java 2 Virtual Machine" by Bill * Venners, published by McGraw-Hill, 1999, ISBN: 0-07-135093-4. This * source file is provided for evaluation purposes only, but you can * redistribute it under certain conditions, described in the full * copyright notice below. * * Full Copyright Notice: * * All the web pages and Java applets delivered in the applets * directory of the CD-ROM, consisting of ".html," ".gif," ".class," * and ".java" files, are copyrighted (c) 1996-1999 by Bill * Venners, and all rights are reserved. This material may be copied * and placed on any commercial or non-commercial web server on any * network (including the internet) provided that the following * guidelines are followed: * * a. All the web pages and Java Applets (".html," ".gif," ".class," * and ".java" files), including the source code, that are delivered * in the applets directory of the CD-ROM that * accompanies the book must be published together on the same web * site. * * b. All the web pages and Java Applets (".html," ".gif," ".class," * and ".java" files) must be published "as is" and may not be altered * in any way. * * c. All use and access to this web site must be free, and no fees * can be charged to view these materials, unless express written * permission is obtained from Bill Venners. * * d. The web pages and Java Applets may not be distributed on any * media, other than a web server on a network, and may not accompany * any book or publication. * * BILL VENNERS 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 PARTICULAR PURPOSE, OR NON-INFRINGEMENT. BILL VENNERS * SHALL NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY A LICENSEE AS A * RESULT OF USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. */ import java.awt.*; /** * This class upon which the red, blue, and yellow fish are * painted swimming. This class contains the code that * does the animation. * * @author Bill Venners */ public class SwimmingFishCanvas extends Canvas implements Runnable { private Thread runner; private Image offscreenImage; private Graphics og; private final int swimmingFishGroupWidth = 150; private int xSwimmingFishGroupPos = 0 - swimmingFishGroupWidth; private int ySwimmingFishGroupPos = 20; private BigRedFishIcon bigSwimmingRedFish = new BigRedFishIcon(true); private MediumBlueFishIcon mediumSwimmingBlueFish = new MediumBlueFishIcon(true); private LittleYellowFishIcon littleSwimmingYellowFish = new LittleYellowFishIcon(true); SwimmingFishCanvas() { setBackground(Color.blue); } public void start() { if (runner == null) { runner = new Thread(this); runner.start(); } } public void stop() { if (runner != null) { runner.stop(); runner = null; } } public void run() { while (true) { repaint(); try { Thread.sleep(20); } catch (InterruptedException e) { } } } public Dimension minimumSize() { return new Dimension(500, 240); } public Dimension preferredSize() { return new Dimension(500, 240); } public void update(Graphics g) { g.clipRect(xSwimmingFishGroupPos, ySwimmingFishGroupPos, swimmingFishGroupWidth + 1, bigSwimmingRedFish.getFishHeight()); paint(g); } public void paint(Graphics g) { // First calculate the positions of the goodies on the canvas based on the width // and height of the canvas. Dimension dim = size(); if (offscreenImage == null) { offscreenImage = createImage(dim.width, dim.height); og = offscreenImage.getGraphics(); } // Divide height into three equal portions. The top portion will hold the object pool. // The middle portion will hold the handle pool. The bottom portion will hold // something that depends on the current mode. int yHandlePoolPortion = dim.height / 3; int yModeDependentPortion = 2 * yHandlePoolPortion; xSwimmingFishGroupPos += 1; if (xSwimmingFishGroupPos > size().width) { // Leave 5 pixels on top or bottom of Y range that fish may swim in. int yRange = dim.height - bigSwimmingRedFish.getFishHeight() - 10; ySwimmingFishGroupPos = (int) (((double) yRange) * Math.random()); ySwimmingFishGroupPos += 5; xSwimmingFishGroupPos = 0 - swimmingFishGroupWidth; } bigSwimmingRedFish.moveFish(xSwimmingFishGroupPos, ySwimmingFishGroupPos); mediumSwimmingBlueFish.moveFish(xSwimmingFishGroupPos + 67, ySwimmingFishGroupPos + 4); littleSwimmingYellowFish.moveFish(xSwimmingFishGroupPos + 120, ySwimmingFishGroupPos + 8); // Because update doesn't clear the screen in the case of swimming fish to // reduce flicker, must clear the rectangle here. May as well color the entire // mode dependent portion blue so it looks like water. og.setColor(Color.blue); og.fillRect(0, 0, dim.width, dim.height); bigSwimmingRedFish.paint(og); mediumSwimmingBlueFish.paint(og); littleSwimmingYellowFish.paint(og); g.drawImage(offscreenImage, 0, 0, this); } }