­TÃfAnfyBlur - Copyright (C) by Fabio Ciucci 1997/98 This is a Java routine that can animate a sequence of GIF/JPG images (like other animators) but it also calculates the motion blur effect between frames. The appearance is that of a blur effect caused by speed in cameras. Note: The GIF/JPG frames in the applet must be identical in size. The following 3 ".class" files must be uploaded: Anblur.class, Lware.class and anfy.class. Insert the tag in your html document as follows to add this applet to your page (Comments after the ";" symbol are code explanations and acceptable min/max values. They are not part of the applet language): ; Name, Width, Height ; Register code (if you have it) ; URL link(optional) when clicked ; Reglink opened in new frame? ; Name of new frame for reglink ; Statusbar message ; Animation to load ; Suffix of frames ; Number of frames ; Cyclic or Ping-Pong mode ; Normal or double size. ; Play speed ; Ping Pause ; Pong Pause ; Audio effect on Ping ; Audio effect on Pong ; Optional image over applet ; Over image X offset ; Over image Y offset ; Task priority (1..10) Sorry, your browser doesn't support Java. ; Msg in no java browsers --------- The following instructions detail how to change parameters: Note: attempting to alter the "credits" parameter will disable the applet. To activate the "reg" parameters read the shareware registration notes. In the "regcode" parameter, place the registration code you purchased from the author. If the code is correct and the applet is run from the registered domain name, you can use "link" parameters to link to a URL when the applet is "clicked". If you set "regnewframe" to "YES", you can specify a specific frame location for the reglink: "_blank" : To load the link in a new blank unnamed browser window. "_self" : To load the link into the same window the applet occupies. "_parent" : To load the link into the immediate FRAMESET parent. "_top" : To load the link into the top body of the window. You can also set a custom frame name, such as "myframe1". With the "overimg" parameter you can specify the name of an image that will be painted over the applet. The best options are transparent GIF images. NOTE: Animated GIF images are supported, but will be displayed as animated only on latest browsers (Netscape 4 and Explorer 4 or newer). With "overimgX" and "overimgY" you can center the image over the applet area. The GIF and/or JPG images must all be the same size, unlimited dimensions. You can display them animated at original size, or zoom them *2, with "doublesize" parameter set to "YES". To do this, make the "width" and "height" tags double the size of the frames. For example, if frames are 100x113, you have to make width=200, height=223. Setting "doublesize" to "NO", will result inthe original size. (Enter the original size in "width" and "height" tags). Note: when the format is .gif, DO NOT save any transparency color information. The frames of animation can start with any prefix, but must end with the framenum (1,2,3,4...). You can manually select the suffix (".gif" or ".jpg") with the "format" parameter. The "imgs" parameter needs the prefix name of images, with an eventual path. For example, if images are named ani1.gif, ani2.gif, ani3.gif, and are placed in the anim/ subdirectory, you have to set parameters as follows: The "nimgs" parameter needs to know the number of frames. There are two replay modes: "CYCLIC" and "PING PONG". The cyclic mode simply plays the frames starting from the 1st through the last one, then restarts from the 1st one again: 1,2,3,4,5,1,2,3,4,5,1,2,3,4.. The ping pong mode plays from 1st to the last, then goes backwards back to the first one, then reversing the direction of play back to the last frame. In other words: 1,2,3,4,5,4,3,2,1,2,3,4,5,4,3,2,1,2,3,4..... This mode is useful for some kind of movements, like the one in the animation example included. Setting "pingpong" to "YES" enables ping pong mode, setting it to "NO" enables cyclic mode. You can determine the speed of play with "speed" parameter. The value is expressed in microseconds. Usually the animation goes slower than the parameter to allow for drawing time. The "pingpause" and "pongpause" parameters are the speed of first and last frames, and setting one or both of them higher than "speed" parameter will cause a pause. This can be a creative effect, experiment with it. You can add sounds at the ping (first) and pong (last) frames by using "audioping" and "audiopong" parameters.To select a sound, place the name of .au sample, evenctually with the path.Otherwise enter "NO", this will disable the playing feature. Note: sounds can be only in Sun's .au format. If your program saves sound files only in .voc, .waw, or .iff formats, search for programs like Goldwave to convert them. Remember to save sound files as 8000 Hz mono .au samples.