Berhubung berbuat baik itu suatu amal... ne qu mu kasih source program animasi java applet buat teman-teman yang malah ngetik silahkan Copy-Paste ne free.
Disini aku kasih sedikit keterangan dari programnya biar kamu lebih ngerti fungsi dari sintak-sintak java applet
Animasi Berjalan PacMan Vs Anemy
Disini aku kasih sedikit keterangan dari programnya biar kamu lebih ngerti fungsi dari sintak-sintak java applet
Animasi Berjalan PacMan Vs Anemy
import java.awt.*;
import java.applet.*;
public class PacmanAnim extends Applet implements Runnable
{
Thread runner;
private Image Buffer;
private Graphics gBuffer;
int x1=0,x2=0,x3=40,x4=150,x5=150,x6=175,x7=200,x8=170,x9=190;
boolean tutup=true;
public void init()
{
//Membuat grafik buffer dengan ukuran sebesar applet
Buffer=createImage(size().width,size().height);
gBuffer=Buffer.getGraphics();
}
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)
{
//Waktu tunda sebesar 15 miliseconds
try{
runner.sleep(15);
}
catch(Exception e){}
//membuat latar belakang berwarna hitam
gBuffer.setColor(Color.black);
gBuffer.fillRect(0,0,size().width,size().height);
//mambuat badan pac-man
x1++;
if(x1>size().width)
x1=-100;
if(tutup)
if(x2<=30)
x2++;
else
tutup=false;
else
if(x2>=0)
x2--;
else
tutup=true;
gBuffer.setColor(Color.yellow);
gBuffer.fillArc(x1,100,100,100,30-x2,270+(3*x2));
//membuat mata pac-man
x3++;
if(x3>size().width)
x3=-100;
gBuffer.setColor(Color.blue);
gBuffer.fillOval(x3,110,15,15);
//membuat badan pac-enemy
gBuffer.setColor(Color.magenta);
x4++;
if(x4>size().width)
x4=-100;
gBuffer.fillArc(x4,110,75,125,0,180);
x5++;
if(x5>size().width)
x5=-100;
gBuffer.fillArc(x5,160,25,25,180,180);
x6++;
if(x6>size().width)
x6=-100;
gBuffer.fillArc(x6,160,25,25,180,180);
x7++;
if(x7>size().width)
x7=-100;
gBuffer.fillArc(x7,160,25,25,180,180);
//membuat mata pac-enemy
gBuffer.setColor(Color.green);
x8++;
if(x8>size().width)
x8=-100;
gBuffer.fillOval(x8,120,15,15);
x9++;
if(x9>size().width)
x9=-100;
gBuffer.fillOval(x9,120,15,15);
repaint();
}
}
//Untuk mencegah terlihatnya penghapusan latar belakang
//oleh java
public void update (Graphics g)
{
paint(g);
}
public void paint(Graphics g)
{
g.drawImage(Buffer,0,0,this);
}
}
import java.applet.*;
public class PacmanAnim extends Applet implements Runnable
{
Thread runner;
private Image Buffer;
private Graphics gBuffer;
int x1=0,x2=0,x3=40,x4=150,x5=150,x6=175,x7=200,x8=170,x9=190;
boolean tutup=true;
public void init()
{
//Membuat grafik buffer dengan ukuran sebesar applet
Buffer=createImage(size().width,size().height);
gBuffer=Buffer.getGraphics();
}
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)
{
//Waktu tunda sebesar 15 miliseconds
try{
runner.sleep(15);
}
catch(Exception e){}
//membuat latar belakang berwarna hitam
gBuffer.setColor(Color.black);
gBuffer.fillRect(0,0,size().width,size().height);
//mambuat badan pac-man
x1++;
if(x1>size().width)
x1=-100;
if(tutup)
if(x2<=30)
x2++;
else
tutup=false;
else
if(x2>=0)
x2--;
else
tutup=true;
gBuffer.setColor(Color.yellow);
gBuffer.fillArc(x1,100,100,100,30-x2,270+(3*x2));
//membuat mata pac-man
x3++;
if(x3>size().width)
x3=-100;
gBuffer.setColor(Color.blue);
gBuffer.fillOval(x3,110,15,15);
//membuat badan pac-enemy
gBuffer.setColor(Color.magenta);
x4++;
if(x4>size().width)
x4=-100;
gBuffer.fillArc(x4,110,75,125,0,180);
x5++;
if(x5>size().width)
x5=-100;
gBuffer.fillArc(x5,160,25,25,180,180);
x6++;
if(x6>size().width)
x6=-100;
gBuffer.fillArc(x6,160,25,25,180,180);
x7++;
if(x7>size().width)
x7=-100;
gBuffer.fillArc(x7,160,25,25,180,180);
//membuat mata pac-enemy
gBuffer.setColor(Color.green);
x8++;
if(x8>size().width)
x8=-100;
gBuffer.fillOval(x8,120,15,15);
x9++;
if(x9>size().width)
x9=-100;
gBuffer.fillOval(x9,120,15,15);
repaint();
}
}
//Untuk mencegah terlihatnya penghapusan latar belakang
//oleh java
public void update (Graphics g)
{
paint(g);
}
public void paint(Graphics g)
{
g.drawImage(Buffer,0,0,this);
}
}
Setelah diketik script program diatas save dengan nama PacmanAnim.java. Nah buat panggilnya, kita pake HTML dan di save dengan nama PacmanAnim.html :
<html>
<head>
<title>PacmanAnim</title>
</head>
<applet code="PacmanAnim" width=500 height=500>
</applet>
</html>
<head>
<title>PacmanAnim</title>
</head>
<applet code="PacmanAnim" width=500 height=500>
</applet>
</html>
1 komentar:
maaf kak.. saya orgnya malas kali.
mo gx sekalian dibuatin...????????
by: kitimabruty
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