Grazie mille, mi hai fatto venire in mente che potevo caricare 2 array dicersi all'avvio e alternare il loro loop all'occorrenza. A MANETTAAAA!!!
codice:
import java.applet.Applet;
import java.awt.image.*;
import java.awt.*;
import java.awt.Graphics.*;
public class Anim2Applet extends Applet {
Image[] images = new Image[6];
Image[] images2 = new Image[6];
int frame=0, x,i;
public void init() {
x=1;
i=1;
images[0] = getImage(getDocumentBase(), "Corridore0.jpg");
images[1] = getImage(getDocumentBase(), "Corridore1.jpg");
images[2] = getImage(getDocumentBase(), "Corridore2.jpg");
images[3] = getImage(getDocumentBase(), "Corridore3.jpg");
images[4] = getImage(getDocumentBase(), "Corridore4.jpg");
images[5] = getImage(getDocumentBase(), "Corridore5.jpg");
images2[0] = getImage(getDocumentBase(), "Corridore6.jpg");
images2[1] = getImage(getDocumentBase(), "Corridore7.jpg");
images2[2] = getImage(getDocumentBase(), "Corridore8.jpg");
images2[3] = getImage(getDocumentBase(), "Corridore9.jpg");
images2[4] = getImage(getDocumentBase(), "Corridore10.jpg");
images2[5] = getImage(getDocumentBase(), "Corridore11.jpg");
setBackground(Color.white);
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
if (x>=getSize().width-107) ++i;
if (x<=0) --i;
if (i<=1) x=x+15;
else x=x-15;
if(i<=1) g2.drawImage(images[frame], x, 100, this);
else g2.drawImage(images2[frame], x, 100, this);
try { Thread.sleep(300);
}
catch (InterruptedException e) {}
frame = (frame+1)%images.length;
repaint();
}
}