Using LWJGL Applets

Hello,

I’m changing my 2D java game to use lwjgl but I’m having troubles using it has an applet…
Bellow its my current lwjgl Code and my old applet Code… how can I create the applet?

Code:

[quote]public class Game implements Runnable {

public boolean running = false;
private Thread thread;
private Render render;
private static String title = "Larry";
public static int width = 1200;
public static int height = width / 16 * 9;
public static int scale = 1;

public Game() {
	render = new Render();
}

private void init() {
	try {
		Display.setDisplayMode(new DisplayMode(width, height));
		Display.setTitle(title);
		Display.create();
	} catch (LWJGLException e) {
		e.printStackTrace();
	}

	glMatrixMode(GL_PROJECTION_MATRIX);
	glOrtho(0, width, height, 0, 0, 1.0f);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_COLOR_MATERIAL);
	//glEnable(GL_LIGHTING);
}

public void start() {
	running = true;
	thread = new Thread(this, "Display");
	thread.start();
}

public void run() {
	init();
	long lastTime = System.nanoTime();
	double ns = 1000000000.0 / 60.0;
	double delta = 0;
	long lastTimer = System.currentTimeMillis();
	int frames = 0;
	int updates = 0;
	while (running) {
		long now = System.nanoTime();
		delta += (now - lastTime) / ns;
		lastTime = now;
		if (delta >= 1) {
			update();
			updates++;
			delta--;
		}
		render();
		frames++;
		while (System.currentTimeMillis() - lastTimer > 1000) {
			lastTimer += 1000;
			System.out.println(updates + " ups, " + frames + " fps.");
			updates = 0;
			frames = 0;
		}
		check();
	}
	Display.destroy();
}

private void check() {
	if (Display.isCloseRequested()) running = false;
}

int px = 200, py = 150;
int speed = 5;
int bspeed = 10;
boolean dir = false;
int bx = 0, by = 200;

private void update() {
	if (Keyboard.isKeyDown(Keyboard.KEY_UP)) py -= speed;
	if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) py += speed;
	if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) px -= speed;
	if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) px += speed;

	if (dir)
		bx += bspeed;
	else bx -= bspeed;
	if (bx < 0) dir = true;
	if (bx >= width - 20) dir = false;
}



private void render() {
	int size = 20;
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	//glEnable(GL_LIGHT0);
	//glLight(GL_LIGHT0, GL_INTENSITY, FloatUtils.asFloatBuffer(new float[]{10f, 10f, 10f, 10.0f}));			
	//glLight(GL_LIGHT0, GL_INTENSITY, GL_INTENSITY);
	render.setColor(0.0f, 1.0f, 0.0f);
	render.tile(px, py, size);
	render.setColor(1.0f, 0.0f, 0.0f);
	render.tile(bx, by, size);
	Display.update();
}

}
[/quote]
Old java applet that I used before switch to lwjgl:

[quote]public class LarryApplet extends Applet {
private static final long serialVersionUID = 1L;
private Game display = new Game();

public void init() {
	Game.debugging = false;
	setLayout(new BorderLayout());
	add(display);
	requestFocus();
}

public void start(){
	display.start();
}

public void stop(){
	display.stop();
}

}
[/quote]
How can I change the old applet code to start the lwjgl?

Have a read of the Basic LWJGL Applet guide.

Secondly when using LWJGL you also have natives which need to be deployed, a number of different ways to do this, e.g. Deploying with the LWJGL Applet Loader.