AnfyBlur - Copyright (C) by Fabio Ciucci 1997-2002 INTRODUCTION. This is an applet 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. ***************************************************************** Apart from image files you specify, and an optional overlay image, the following 2 ".class" files must be uploaded: anblur.class Lware.class Plus, anblur.jar for speedy loading on recent browsers. ****************************************************************** EXAMPLE. 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): ; 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 *********************************************************************** CODE DESCRIPTIONS. The following instructions describe 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, however unlimited dimensions. You can animate them at the original size, or zoom them *2, with "doublesize" parameter set to "YES". To do this, set the "width" and "height" tags with the doubled size of the frames. For example, if frames are 100x113, you have to make width=200, height=223. Setting "doublesize" to "NO", will maintain the original size. (Enter the original size in "width" and "height" tags). Note: when the format is .gif, DO NOT save any transparency coloru 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 to 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 to the first image, then reverses the direction of play. 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 the first and the 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 with the path. Otherwise enter "NO", this will disable the audio 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.