Animation by Example: The Model-View-Controller Design Pattern
by David Matuszek

Here is an example Applet that provides a much better foundation for creating your own animations.

 

I tried very hard to separate out three kinds of behavior:

A clean separation like this makes it a lot easier to keep a large program under control.


import java.applet.*;
import java.awt.*;
import java.awt.event.*;
/**
 * This class defines the applet, and sets up the Model and View objects.
 * If we had user controls (such as Start and Stop buttons, or a speed
 * control), this is where they would be defined and handled.<p>
 * This example is more complex than it needs to be, because it enforces
 * a strict separation between the model (the part that does the actual
 * computation), the display, and the controls in the user interface (of
 * which there are none). This is called the MVC (Model-View-Controller)
 * pattern, and while it may be overkill for this example, MVC provides an
 * excellent basis for more complex animations.
 */
public class Controller extends Applet {
  // Create the model (the ball) and the view (the animation)
  Thread animation;
  Model model = new Model();
  View view = new View();
  
  /**
   * Lays out the applet components, starts a new thread for the
   * view to do its animation, and gives the model, view, and
   * controller access to one another.
   */
  public void init() {
  
    // Lay out components
    setLayout(new BorderLayout());
    this.add(BorderLayout.CENTER, view);
    // Give the view its own thread in which to do the animation
    animation = new Thread(view);
    animation.start();
    
    // Get applet parameters and put them where they belong
    view.delay = Integer.valueOf(getParameter("delay")).intValue();
    
    // Tell the view about the model and the controller
    view.model = model;
    view.controller = this;
  }
  
  /**
   * Finds the size of the canvas (this can't be done in init()
   * because the canvas isn't ready yet) and gives the animation
   * permission to run.
   */
  public void start() {
    model.xLimit = view.getSize().width - model.BALL_SIZE;
    model.yLimit = view.getSize().height - model.BALL_SIZE;
    view.alive = true;
    view.okToRun = true;
  }
  
  /**
   * Withdraws permission for the animation to run.
   */
  public void stop() {
    view.okToRun = false;
  }
  
  /**
   * Tells the animation thread to stop running.
   */
  public void destroy() {
    view.alive = false;
  }
}
// -------------------------------------------------------------------------------------  
/**
 * This class models the action of a bouncing ball. It is important to note
 * that this class is <i>independent</i> of the GUI. For this animation, the
 * Model does need to know the size of the box that the ball is bouncing
 * around in, and this is set from outside. Similarly, it provides a
 * makeOneStep() method so that the model can be controlled from outside the
 * class; but neither of these requires the model to know anything at all
 * about the rest of the program
 */
class Model {
  final int BALL_SIZE = 20;
  int xPosition = 0;
  int yPosition = 0;
  int xLimit, yLimit;
  int xDelta = 4;
  int yDelta = 3;
  
  /**
   * Moves the ball one step, by adding xDelta and yDelta to its xPosition
   * and yPosition, respectively, and checking for bounces off the "walls".
   */
  void makeOneStep() {
    xPosition += xDelta;
    if(xPosition < 0 || xPosition >= xLimit) {
      xDelta = -xDelta;
      xPosition += xDelta;
    }
    yPosition += yDelta;
    if(yPosition < 0 || yPosition >= yLimit) {
      yDelta = -yDelta;
      yPosition += yDelta;
     }
  }
}
// -------------------------------------------------------------------------------------  
/**
 * This class runs in a separate (animation) thread and controls all the
 * painting.
 */
class View extends Canvas implements Runnable {
   Controller controller;
   Model model;
   Dimension size = getSize();
   int oldX, oldY;
   int delay = 1000;
   int stepNumber = 0;
   boolean alive, okToRun;
   
   /**
    * Sets up an (almost) infinite loop to do the animation, and every
    * delay milliseconds asks the model to update itself, then draws the
    * result.
    */
   public void run() {
     // "alive" will be true until the Applet is destroyed
     while(alive) {
       // "okToRun" will be true if the Applet is started and not stopped
       if(okToRun) {
         model.makeOneStep();
         repaint(); // Note: uses Graphics for this Canvas, not for the Applet
       }
       // Control the speed of execution
       try { Thread.sleep(delay); }
       catch(InterruptedException e) {}
     }
   }
  
  /**
   * The default update(Graphics g) method erases the canvas before calling
   * paint, and this results in flicker. We override update to avoid this
   * flicker; but that means that our paint(Graphics g) method must itself
   * erase the bit of canvas that the ball was just in, or it will leave
   * a trail.
   */
  public void update(Graphics g) {
    paint(g);
  }
  
  /**
   * Repaints the canvas based on information that it gets from the model.
   */
  public void paint(Graphics g) {
    // Erase previous ball (since update() no longer does this)
    g.setColor(Color.white);
    g.fillRect(oldX, oldY, model.BALL_SIZE, model.BALL_SIZE);
    // Draw new ball and remember its position
    g.setColor(Color.red);
    g.fillOval(model.xPosition, model.yPosition, model.BALL_SIZE, model.BALL_SIZE);
    oldX = model.xPosition;
    oldY = model.yPosition;
    // Display steps and position in the status line;
    // this is a good place to put debugging information.
    if(++stepNumber % 10 == 0)
      controller.showStatus("Step " + stepNumber + ", x = " + model.xPosition +
                            ", y = " + model.yPosition);
  }
}
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