// Freely distributable, cannibalisable. // // bear in mind that this is a // port from kaosfire.c written by Dr.Kaos (Matthew Pearce) // to java by the Dustman (sunil@magnetic.demon.co.uk). // // in java you can't guarantee screen size, so this is // a lot more generic than the original C. However this comes // at a price. // // Also, theres no way to plot a single pixel! You have to create // an entire image everytime. Java API sucks for fast graphics. // // then the indexcolormodel is a kludge. rgb values are stored as // bytes which even though in java are signed so making values // no bigger than 127, can store values upto 255. // // Finally, there is a bug in the java garbage collector when using // image sources which means it has to be kicked off manually. import java.awt.*; import java.awt.image.*; import ThreadedCanvas; public class kaosfire extends ThreadedCanvas { //##################################################################### //# Constants //##################################################################### static final int MINIMUM_WIDTH = 50; static final int MINIMUM_HEIGHT = 100; static final int DEFAULT_FIRESTRENGTH=15; //##################################################################### //# Variables //##################################################################### int pixels[] = null; IndexColorModel palette = null; int w,h; int strength; //##################################################################### //# overriding parent methods //##################################################################### void set_mem_image( int w, int h) { super.set_mem_image(w,h); //--------------------------------------------------------------- pixels = new int[w * h]; } //##################################################################### //# implement abstract methods //##################################################################### public kaosfire() { super(); initialise_palette(); strength = DEFAULT_FIRESTRENGTH; } public kaosfire( int fire_strength) { this(); strength = fire_strength; } public Dimension minimumSize() { return new Dimension(MINIMUM_WIDTH, MINIMUM_HEIGHT); } //*************************************************************** public void onRun(Graphics g) { set_clear_flag(false); w = size().width; h = size().height; black_out(); } //*************************************************************** public void onLoop( Graphics g) { MemoryImageSource source; Image img; dofire(); source = new MemoryImageSource(w,h, palette, pixels, 0,w); img = createImage(source); g.drawImage(img, 0, 0, this); //-------force deletion or we'll run out of memory----- source = null; img = null; Runtime.getRuntime().gc(); } //##################################################################### //# get yer privates out //##################################################################### private void initialise_palette() { int i2,i3,i4, index; byte r[], g[],b[],i,i255, c; //--------- set up colour arrays ------------------ r = new byte[256]; g = new byte[256]; b = new byte[256]; i255 = (byte)255; //--------- populate ------------------ for(i=0; i<64; i++) { c = (byte) (i*4); r[i] = 0; g[i] = 0; b[i] = 0; // black - black i2 = i+64; r[i2] = c; g[i2] = 0; b[i2] = 0; // black ->red i3 = i+128; r[i3] = i255; g[i3] = c; b[i3] = 0; // red ->yellow; i4 = i+192; r[i4] = i255; g[i4] = i255; b[i4] =c; //yellow -> white } palette = new IndexColorModel(8,256,r,g,b); } //*************************************************************** private void black_out() { int i, max; max = w*h; for (i = 0; i < max; i++) pixels[i]= 0; } //*************************************************************** // // in essence this is a cellular automata rule. // A black border is left all the way around the edge // private void dofire() { int x, y,i,i_start; int avg; int nw,n,ne,west,centre,e,sw,s,se; double seed; // ------------- make a small fire at bottom of screen ---- i = 1 + (w * (h-1)); for(x = 1; x<w-1; x++) { //- - - - - - - - - random black or white dot - - - - - seed = Math.random() * strength; if (seed > 1.0) pixels[i] = 255; else pixels[i] = 0; //- - - - - - - - - next element - - - - - - - - - - - - i++; } //---------blurring the pixels feeds the fire-------------- i_start = w+1; for(y=1; y<h-1; y++) { i = i_start; // nw = pixels[i-1-w]; // n = pixels[i-w]; west = pixels[i-1]; centre = pixels[i]; sw = pixels[i+w-1]; s = pixels[i+w]; for(x = 1; x<w-1; x++) { //-------------------find average of surrounding pixels-- //ne = pixels[i+1-w]; e = pixels[i+1]; se = pixels[i+1+w]; //--------average - to speed up, ignore line above ------ //avg = (nw+n+ne +west + e + sw + s + se) / 8; avg = (west + centre + e + sw + s + se) / 6; pixels[i] = avg; //------------next element------------------------------ //nw = n; //n = ne; west = centre; //this was the one that was recalculated centre = e; sw = s; s = se; i++; } i_start +=w; } } }
file: /Techref/language/java/nosugar/graphics/pall/code/kaosfire.java, 5KB, , updated: 1997/8/25 14:46, local time: 2024/8/26 10:24,
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