Penalty Applet Descriptions

Objective:
The purpose of this applet  is to demonstrate Java AWT components usage in user interfaces. To demonstrate awt
usage, a graphical simulation of the penalty kick  is implemented as a Java applet.

Description:
To start the applet ,click the button on the applet, named "Front Net". On the frame click the blue button once to set the ball location, and by using the scrollbars set the location of the target. Once again click the blue button and the ball goes to the target.
The program name is Penalty.java. The jdk1.1 version is used. The penalty applet is used at the beginning with its components: one is the button; named Front Net; and the other images. By clicking the Button we are opening the frame, which contains a Canvas class and other awt components.
In the frame we used Scrollbar components, buttons for closing the frame and shooting the ball and replacing it again.
To replace the ball user click the blue button  on the frame once and once again to kick the ball.
For the moment the goalkeeper is not attemt to catch the ball but for future we are planning so.
 The important methods  and  the classes used in the program are:
public void init();  intially set the applet layout and the images used at the applet.
public void paint (Graphics g); once the init is used paint method draws the images.
class ButtonHandler implements ActionListener; once the button is cilcked on the applet, it opens the frame.
class NetWindow extends Frame implements ActionListener; implements the methods to draw the frame, like the buttons to quit the frame and to kick the ball, scrollbars for target setting, and the other images.
public void setParent(Penalty a ) ; this method sets the ball location and kale(net)  images.
NetWindow(String title), this is the first instance of its class to construct the object.
private void add(Component c, GridBagLayout gbl, GridBagConstraints gbc, int x, int y, int w, int h); in the frame GridBagLayout is used which is the most flexible one for future concerns.
public void actionPerformed( ActionEvent e); this method  is used  accordingly when the buttons are used at the frame.
class ScrollbarHandlerX implements AdjustmentListener ; sets the horizontal lcation of the target.
class ScrollbarHandlerY implements AdjustmentListener ; sets the vertical location of the target.
class DrawCanvas extends Canvas; draw the images and other things on the frame
public void setBallX( int x)
public void setBallY( int y);these methods of Canvas  set the position of the ball initially.
public void start( ), this is used to start the ball settings.
public void ballgone, after the kick it starts a new ball class.
public void shoot( ), make the kicking action by specifying the speed and size reduction of the ball.
class Ball implements Runnable , treats the ball as a Thread and make use of the thread properties of the ball to run it separately.

Object Model