P A R A M E T E R C H E A T S H E E T
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CodeBrainQuasar.class Version 122799
Users of prior versions: This new version does *not* require a key!
All other parameters remain the same.
GENERAL NOTES
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// CodeBrainQuasar's code is written protectively -- to make it easy
// to set up and get running. Six demos and all the associated
// graphics and sound files are included, to get you rolling quickly.
//
// Other than the "Notice" parameter and one image file (any one),
// you can leave out any parameter and the applet will run.
// That is, "If in doubt, leave it out!"
//
// You can make the applet as simple as you wish, without the
// clutter and confusion of a multitude of parameters -- and then
// gradually build upward into more complex renditions.
//
// Parameter names are as descriptive as we can make them without
// having them a mile long, and they ARE case sensitive, so take care.
// On parameters with multiple values, make sure you put a value
// in each slot.
//
// Keep image files to the smallest dimensions and file sizes
// possible. There's a great deal of redrawing going on -- so
// large images backload the applet and slow it down.
// (Note that the BackImage is NOT a traditional background image;
// it is just an image that sits in back of all others -- so keep
// that small, as well.)
//
// To get started, place the CodeBrainQuasar.class file and ALL
// files used by the applet in the SAME directory.
//
// Check out the six demos included, and gradually change parameters
// to get a feel for how the applet works.
//
// Good luck, and we hope you have a blast with CodeBrainQuasar.class.
// It's a remarkably flexible and powerful applet, well worth the
// small investment of time it takes to learn to use it well.
//
// Best regards,
//
// CodeBrain
P A R A M E T E R S
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// Must be present, EXACTLY, or the applet will return an error message,
// saying "Notice param absent or incorrect!"
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// Sets the overall speed of the applet.
// Smaller values are faster, larger are slower.
// Practical range is usually around 10-200.
// Getting started... try 50.
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// This sets the applet background color.
// Usual RGB format, values 0-255.
// Example: value = "255,0,0" would make the applet background red.
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// This image will sit at z-index zero, behind all others.
// The file can be a .gif, an animated .gif, or a .jpeg.
// Keep image files as small in dimension and file size as possible.
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// Where the BackImage will be positioned, upper left corner of image.
// X is pixels across, Y is pixels down.
// Positioning at values less than zero or larger than the dimensions
// of the applet will place it completely or partly off-screen.
// Example, if your applet is 200 wide and 300 high, value="100,150"
// would position the BackImage upper left corner dead center
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// This image will sit in front, on top of all others.
// The file can be a .gif, an animated .gif, or a .jpeg.
// Keep image files as small in dimension and file size as possible.
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// Where the FrontImage will be positioned, upper left corner of image.
// X is pixels across, Y is pixels down.
//
// Use integers, i.e., value="75,95"
//
// Positioning at values less than zero or larger than the dimensions
// of the applet will place it completely or partly off-screen.
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// The FloatImage is one of two active (moving) images in the applet.
// It's z-index or layer is adjustable, to fall anywhere above
// the BackImage and below the FrontImage -- see FloatZ.
//
// There are a total of 9 modes of motion -- see FloatMode.
//
// The file can be a .gif, an animated .gif, or a .jpeg.
// Keep image files as small in dimension and file size as possible.
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// This is a bounding box, dimensions in pixels.
// Xleft is as far as the image will travel left.
// Xright as far as it will travel right.
// Ytop as far up as it will go.
// Ybottom as far down as it will go.
//
// Use integers, i.e. value= "20,200,30,150)"
//
// You can use negative values and values greater than the size
// of the applet... useful in moving the image off-screen
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// FloatZ is at what depth (what layer) the FloatImage will be postioned
// RELATIVE to the FlyImage (see below).
// For example, if you set up the FlyImage FlyHowMany (see below) for
// seven images, setting FloatZ to "3" would cause the FloatImage
// to hover between the third and fourth FloatImage
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// The FloatImage has 9 modes of motion.
// These modes are:
// 0 = static
// 1 = left to right
// 2 = right to left
// 3 = horizontal bounce
// 4 = top to bottom
// 5 = bottom to top
// 6 = vertical bounce
// 7 = circles clockwise
// 8 = circles counterclockwise
// 9 = random (moves pseudo-randomly through modes 1-4)
// Only modes *7,*8, and *9 have speed control; see FloatSpeed789 (below)
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// Sets how fast the FloatImage moves -- modes 7,8,9 only
// Larger values are faster; try 25 to get started.
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// The FlyImage is the second of the two active (moving) images.
// It creates multiple copies of itself (see FlyHowMany),
// and has three main parameter sets to control how it moves.
// All though all of the motion is based on Sine/Cosine (circular)
// relationships, changing these parameters results in
// a remarkable range of variation.
//
// The file can be a .gif, an animated .gif, or a .jpeg.
// Keep image files as small in dimension and file size as possible.
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// How many copies the Fly Image will present.
// Practically, you probably want to keep this between 1-20 or so.
// Make sure you set FlySeparateMaxMinROC (below) so you can see.
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// Which direction the Fly image orbit will rotate.
// 0= ccw, 1 = cw
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// This is the starting CENTER position of the image.
// The applet automatically takes into account the width and height of
// the image!
// Thus, if you have an applet that is, say, 300 wide by 300 high,
// value="150,150" will exactly center the image, no matter what
// the image dimensions are. (Say thank you.)
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// This is the most important parameter for motion. You WILL need to
// experiment with it, and it DOES take some fiddling, though it's
// very well behaved when you get the hang of it.
//
// Take NOTE... this is NOT a bounding box -- it is an oscillator, and
// the values are for the limits. The values are relative to the
// FlyCenterXY point, and they are the radii -- not the diameters --
// of the circles/elipses that the FlyImage moves through.
//
// Xmax - maximum to which the radius will expand, left-to-right
// Xmin - minimum to which the radius will contract, left-to-right
// Ymax - maximum to which the radius will expand, top-to-bottom
// Ymin - minimum to which the radius will contract, top-to-bottom
//
// Getting started... look at the demos included and work with them,
// changing values a little at a time.
//
// Use integers, negative numbers are allowed -- with sometimes very
// interesting results!
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// This adjusts how fast the FlyImage will move.
// Max is the maximum speed, Min is the minium speed, and ROC stands
// for RateOfChange between the Max and Min speeds. That is,
// if you used value="20,2,11", the FlyImage would speed p to 20,
// then slow down to 2 -- and the CHANGE in the speed would occur
// at a RATE of 11. This changing speed adds life to the applet,
// and reduces the sensation of repetition.
// Again, work with the demos, changing this a little at a time. The
// effects can be starting.
// For a static (unchanging) speed, set Max and Min the same, and the
// rate to any value; for example, value = "9,9,0"
// Decimal (i.e., 1.15) and negative values are allowed.
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// This adjusts how far apart each copy of the FlyImage will be.
// (For those interested, the value is in radians.)
// Similar to setting up the parameter above, Max is the maximum
// distance between images, Min is the minimum distance, and ROC is
// the rate at which the distance between the images changes. Work
// with the demos! Pushing the ROC up past 11 or so can have
// fascinating results.
// For a static (unchanging) distance, set Max and Min the same, and the
// rate to any value; for example, value = "9,9,0"
// Decimal (i.e., 1.15) and negative values are allowed.
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// This is the name of a sound file you may optionally associate
// with the applet. There are three modes, see below.
// The sound file MUST be a standard, JAVA .au file.
// Keep the sound file as small as possible, especially for sync mode.
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// The associated SoundFile (above) can be set to trigger in three
// different modes, as follows...
// 1 = plays the sound only when the applet opens
// 2 = plays the sound continuously (loop)
// 3 = sync mode -- plays the file syncrhonized with FloatImage motion
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// Optional, a text message the applet displays in the browser status
// bar whenever the mouse is NOT over the applet.
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// Optional, a text message the applet displays in the browser status
// bar whenever the mouse IS over the applet.
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// Optional, a link to which the applet will send the browser when you
// click on the applet. Make sure you use the full path, as shown!
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// Optional, used in conjuntion with the Link parameter above.
// This is in standard syntax -- _new, _top, etc.; or the name of
// the target frame if you are using a framed layout.
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The CodeBrainQuasar.class applet is (c) 1999 by CodeBrain
All responsibility for use of the applet remains with the user.