Controlling the Movement of Objects with Timers
In this scenario, we have a set of shapes that must appear randomly from the screen's bottom, reach a specific height, and then descend. The issue arises when all shapes move simultaneously without any time delay.
A Comprehensive Solution
To address this, we will introduce a concept known as "random delayed start." Each shape will have its own delay value, and only when this value reaches zero will the shape begin its movement. By varying these delay values, we create the desired random behavior.
Implementation Details
In the provided code, our Shape class has properties like the shape's X location, initial Y position at the bottom of the screen, random delayed start, drawing status, and movement direction. The move() method ensures that shapes only start moving once the draw flag is set to true. When a shape reaches the maximum height (in this case, 50 pixels), it reverses direction and begins descending.
Timer Management
We utilize a single Timer to manage the movement of all shapes. Within the timer's ActionListener, we iterate through the shapes, calling their move() and decreaseDelay() methods. The decreaseDelay() method reduces the random delayed start value, and once it reaches zero, the draw flag is set to true, allowing the shape to move.
A Visual Demonstration
When you run the program, you will see shapes appearing from the bottom of the screen at random intervals, reaching a certain height, and then falling back down. The animation creates a visually engaging effect.
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