world
Class VoidWorld

java.lang.Object
  extended by world.VoidWorld
Direct Known Subclasses:
MousePointsVoidWorld, StateExamples, StopTest.MousePointsWorld, VoidWorldInteractions

public abstract class VoidWorld
extends java.lang.Object

A Class representing an imperative World and the related methods for drawing the world and handling various events. In order to implement a functioning World you must extend this class, and implement an onDraw method. Other handler methods (tickRate, onTick, onMouse, onKey, onRelease, stopWhen, and lastScene) are optional, and can be overridden to add new functionality.

See the individual methods for detailed documentation.

Extending VoidWorld

Below is a simple example of a VoidWorld that adds a new point at each mouse click. The world contains a Scene and a new Circle is placed for each "button-down" event received.
   
        import image.*;
        import world.VoidWorld;
        
        public class MousePointsVoidWorld extends VoidWorld{
            // Simple Main Program
            public static void main(String[] args)
            { new MousePointsVoidWorld().bigBang(); }
            
            // The inner Scene
            Scene scene = new EmptyScene(200, 200);
        
            // Create a new World
            MousePointsVoidWorld(){}
            
            // Draw by returning the inner Scene
            public Scene onDraw(){ return this.scene; }
        
            // On a mouse click add a circle to the inner Scene
            public void onMouse(int x, int y, String me){
                if(me.equals("button-down")){
                    this.scene = this.scene.placeImage(
                                     new Circle(20, "solid", "red")
                                           .overlay(new Circle(20, "outline", "black")), x, y);
                }
            }
        }
 
After a few mouse clicks, the window will look something like this:


Field Summary
static double DEFAULT_TICK_RATE
          Default Tick rate for the world: ~33 frames per second
static java.lang.String KEY_ARROW_DOWN
          Key arrow-down event String
static java.lang.String KEY_ARROW_LEFT
          Key arrow-left event String
static java.lang.String KEY_ARROW_RIGHT
          Key arrow-right event String
static java.lang.String KEY_ARROW_UP
          Key arrow-up event String
static java.lang.String MOUSE_DOWN
          Mouse down (button-down) event String
static java.lang.String MOUSE_DRAG
          Mouse down & move (drag) event String
static java.lang.String MOUSE_ENTER
          Mouse window enter (enter) event String
static java.lang.String MOUSE_LEAVE
          Mouse window leave (leave) event String
static java.lang.String MOUSE_MOVE
          Mouse motion (move) event String
static java.lang.String MOUSE_UP
          Mouse up (button-up) event String
 
Constructor Summary
VoidWorld()
           
 
Method Summary
 VoidWorld bigBang()
          Kick off the interaction/animation.
 boolean equals(java.lang.Object o)
          Make sure that changes are redrawn every time
 Scene lastScene()
          Returns the Scene that should be displayed when the interaction/animation completes (stopWhen() returns true).
abstract  Scene onDraw()
          Return a visualization of this VoidWorld as a Scene.
 void onKey(java.lang.String event)
          Change this VoidWorld when a key event is triggered.
 void onMouse(int x, int y, java.lang.String event)
          Change this VoidWorld when a mouse event is triggered.
 void onRelease(java.lang.String event)
          Change this VoidWorld when a key is released.
 void onTick()
          Change this VoidWorld based on the Tick of the clock.
 boolean stopWhen()
          Determine if the World/interaction/animation should be stopped.
 double tickRate()
          Return the tick rate for this VoidWorld in seconds.
 
Methods inherited from class java.lang.Object
getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

DEFAULT_TICK_RATE

public static double DEFAULT_TICK_RATE
Default Tick rate for the world: ~33 frames per second


MOUSE_DOWN

public static java.lang.String MOUSE_DOWN
Mouse down (button-down) event String


MOUSE_UP

public static java.lang.String MOUSE_UP
Mouse up (button-up) event String


MOUSE_ENTER

public static java.lang.String MOUSE_ENTER
Mouse window enter (enter) event String


MOUSE_LEAVE

public static java.lang.String MOUSE_LEAVE
Mouse window leave (leave) event String


MOUSE_MOVE

public static java.lang.String MOUSE_MOVE
Mouse motion (move) event String


MOUSE_DRAG

public static java.lang.String MOUSE_DRAG
Mouse down & move (drag) event String


KEY_ARROW_UP

public static java.lang.String KEY_ARROW_UP
Key arrow-up event String


KEY_ARROW_DOWN

public static java.lang.String KEY_ARROW_DOWN
Key arrow-down event String


KEY_ARROW_LEFT

public static java.lang.String KEY_ARROW_LEFT
Key arrow-left event String


KEY_ARROW_RIGHT

public static java.lang.String KEY_ARROW_RIGHT
Key arrow-right event String

Constructor Detail

VoidWorld

public VoidWorld()
Method Detail

onDraw

public abstract Scene onDraw()
Return a visualization of this VoidWorld as a Scene. See EmptyScene, Scene.placeImage(Image, int, int), and Scene.addLine(int, int, int, int, String) for documentation on constructing Scenes


tickRate

public double tickRate()
Return the tick rate for this VoidWorld in seconds. For example, 0.5 means two ticks per second. The rate is only accessed when bigBang() is initially called and the window is created.


onTick

public void onTick()
Change this VoidWorld based on the Tick of the clock. This method is called to update the VoidWorld on each clock tick.


onMouse

public void onMouse(int x,
                    int y,
                    java.lang.String event)
Change this VoidWorld when a mouse event is triggered. x and y are the location of the event in the window, and event is a String that describes what kind of event occurred.

Possible Mouse Events

"button-down" : The user presses a mouse button in the VoidWorld window
"button-up" : The user releases a mouse button in the VoidWorld window
"move" : The user moves the mouse in the VoidWorld window
"drag" : The user holds a mouse button and moves the mouse in the VoidWorld window
"enter" : The user moves the mouse in-to the VoidWorld window
"leave" : The user moves the mouse out-of the VoidWorld window


onKey

public void onKey(java.lang.String event)
Change this VoidWorld when a key event is triggered. The given event is a String that describes which key was pressed.

Special Key

"up" : The user presses the up-arrow key
"down" : The user presses the down-arrow key
"left" : The user presses the left-arrow key
"right" : The user presses the right-arrow key
Other keys generate a single character String that represents the key pressed. For example, Pressing the B key on the keyboard generates "b" as an event. If the shift key is held while pressing B then "B" is generated.


onRelease

public void onRelease(java.lang.String event)
Change this VoidWorld when a key is released. The given event is a String that describes which key was released.

Special Keys

"up" : The user presses the up-arrow key
"down" : The user presses the down-arrow key
"left" : The user presses the left-arrow key
"right" : The user presses the right-arrow key
Other keys generate a single character String that represents the key released. For example, Pressing then releasing the B key on the keyboard generates "b" as an onKey event and again as an onRelease event. If the shift key is held while pressing/releasing B then "B" is generated.


stopWhen

public boolean stopWhen()
Determine if the World/interaction/animation should be stopped. Returning a value of true discontinues all events (mouse, key, ticks) and causes lastScene() to be used to draw the final Scene.


lastScene

public Scene lastScene()
Returns the Scene that should be displayed when the interaction/animation completes (stopWhen() returns true).


bigBang

public VoidWorld bigBang()
Kick off the interaction/animation. This method returns the final state of the world after the user closes the World window.


equals

public boolean equals(java.lang.Object o)
Make sure that changes are redrawn every time

Overrides:
equals in class java.lang.Object