public void setupPortrayals() {
    AgentsForage af = (AgentsForage) state;
    // obstacle portrayal needs no setup
    foodPortrayal.setField(af.ground);
    foodPortrayal.setPortrayalForAll(
        new CircledPortrayal2D(
            new LabelledPortrayal2D(
                new OvalPortrayal2D(Color.blue, af.FOOD_DIAMETER, true),
                af.AGENT_DIAMETER,
                null,
                Color.red,
                true), // 'null' means to display toString() for underlying object, rather than a
                       // predefined label
            0,
            af.FOOD_DIAMETER + 10,
            Color.DARK_GRAY,
            true));

    agentPortrayal.setField(af.agentgrid);
    agentPortrayal.setPortrayalForAll(
        new CircledPortrayal2D(
            new LabelledPortrayal2D(
                new OrientedPortrayal2D(
                    new OvalPortrayal2D(af.AGENT_DIAMETER), 0, af.AGENT_DIAMETER),
                af.AGENT_DIAMETER,
                null,
                Color.blue,
                true), // 'null' means to display toString() for underlying object, rather than a
                       // predefined label
            0,
            af.AGENT_DIAMETER + 10,
            Color.green,
            true));

    summaryPortrayal.setField(af.summarygrid);
    // summaryPortrayal.setPortrayalForAll( new
    // sim.portrayal.simple.RectanglePortrayal2D(Color.green) );
    summaryPortrayal.setMap(
        new sim.util.gui.SimpleColorMap(0, 100, new Color(0, 0, 0, 0), new Color(0, 255, 0, 255)));

    // reschedule the displayer
    display.reset();
    display2.reset();
    // redraw the display
    display.repaint();
    display2.repaint();
  }
  public void init(Controller c) {
    super.init(c);

    // Make the Display2D.  We'll have it display stuff later.
    display = new Display2D(500, 500, this, 1); // at 400x400, we've got 4x4 per array position
    displayFrame = display.createFrame();
    c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
    displayFrame.setVisible(true);

    // attach the portrayals from bottom to top
    display.attach(foodPortrayal, "Food");
    display.attach(agentPortrayal, "Agents");
    displayFrame.setTitle("Agents");
    // specify the backdrop color  -- what gets painted behind the displays
    display.setBackdrop(Color.yellow);
    // Make the Display2D.  We'll have it display stuff later.
    display2 = new Display2D(400, 400, this, 1); // at 400x400, we've got 4x4 per array position
    displayFrame2 = display2.createFrame();
    displayFrame2.setTitle("Statistic");
    c.registerFrame(displayFrame2); // register the frame so it appears in the "Display" list
    displayFrame2.setVisible(false);
    // specify the backdrop color  -- what gets painted behind the displays
    display2.setBackdrop(Color.GRAY);
    // attach the portrayals from bottom to top
    display2.attach(summaryPortrayal, "Summary");
  }
  public void init(final Controller c) {
    super.init(c);

    // make the displayer
    display =
        new Display2D(448, 560, this) {
          public void createConsoleMenu() {}

          public void quit() {
            super.quit();
            ((SimpleController) c).doClose();
          }
        };

    display.setBackdrop(Color.black);

    displayFrame = display.createFrame();
    displayFrame.setTitle("MASON Pac Man");
    c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
    displayFrame.setVisible(true);

    // Notice the order: first the background, then the dots, then the agents, then the overlay
    display.attach(mazePortrayal, "Maze");
    // display.attach( background, "Background");
    display.attach(dotPortrayal, "Dots", 8, 8, true);
    display.attach(agentPortrayal, "Agents", 8, 8, true);
    display.attach(new Overlay(this), "Overlay");

    // Some stuff to make this feel less like MASON
    // delete the header
    display.remove(display.header);
    // delete all listeners
    display.removeListeners();
    // delete the scroll bars
    display.display.setVerticalScrollBarPolicy(display.display.VERTICAL_SCROLLBAR_NEVER);
    display.display.setHorizontalScrollBarPolicy(display.display.HORIZONTAL_SCROLLBAR_NEVER);
    // when we close the window, the application quits
    displayFrame.setDefaultCloseOperation(javax.swing.JFrame.DISPOSE_ON_CLOSE);
    // can't resize
    displayFrame.setResizable(false);
    // add antialiasing and interpolation
    display.insideDisplay.setupHints(true, false, false);

    // the window won't be the right size now -- modify it.
    displayFrame.pack();

    // Now we add in the listeners we want
    addListeners(display);
  }
  public void setupPortrayals() {
    PacMan pacman = (PacMan) state;

    // Create the agent portrayal
    agentPortrayal.setField(pacman.agents);

    // The Pac.  Note that you can have multiple pacs, each with different tags, and set it up like
    // below to display them with different colors.  For now we've got it set to one pac.
    agentPortrayal.setPortrayalForClass(
        Pac.class,
        new PacPortrayal(pacman, Color.yellow) {
          public void draw(Object object, Graphics2D graphics, DrawInfo2D info) {
            if (((Pac) object).tag == 0) color = Color.yellow;
            else color = Color.green;
            super.draw(object, graphics, info);
          }
        });

    // Blinky is a red ghos unless he's scared, then he's a blue ghost.
    agentPortrayal.setPortrayalForClass(
        Blinky.class,
        new FacetedPortrayal2D(
            new SimplePortrayal2D[] {
              new ImagePortrayal2D(this.getClass(), "images/blinkyu.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/blinkyl.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/blinkyd.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/blinkyr.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
            }));

    // Pinky is a pink ghost unless he's scared, then he's a blue ghost.
    agentPortrayal.setPortrayalForClass(
        Pinky.class,
        new FacetedPortrayal2D(
            new SimplePortrayal2D[] {
              new ImagePortrayal2D(this.getClass(), "images/pinkyu.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/pinkyl.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/pinkyd.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/pinkyr.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
            }));

    // Inky is a cyan ghost unless he's scared, then he's a blue ghost.
    agentPortrayal.setPortrayalForClass(
        Inky.class,
        new FacetedPortrayal2D(
            new SimplePortrayal2D[] {
              new ImagePortrayal2D(this.getClass(), "images/inkyu.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/inkyl.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/inkyd.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/inkyr.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
            }));

    // Clyde is a orange ghost unless he's scared, then he's a ghost rectangle.
    agentPortrayal.setPortrayalForClass(
        Clyde.class,
        new FacetedPortrayal2D(
            new SimplePortrayal2D[] {
              new ImagePortrayal2D(this.getClass(), "images/clydeu.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/clydel.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/clyded.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/clyder.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened.png", 2),
              new ImagePortrayal2D(this.getClass(), "images/frightened2.png", 2),
            }));

    // Create the dot portrayal (also the energizers)
    dotPortrayal.setField(pacman.dots);

    // Energizers are big
    dotPortrayal.setPortrayalForClass(Energizer.class, new OvalPortrayal2D(Color.white, 1));

    // dots are small
    dotPortrayal.setPortrayalForClass(Dot.class, new OvalPortrayal2D(Color.white, 0.4));

    // set up the maze portrayal
    mazePortrayal.setPortrayalForAll(new MazeCellPortrayal(pacman.maze));
    mazePortrayal.setField(pacman.maze);

    // add the RateAdjuster
    scheduleRepeatingImmediatelyAfter(new RateAdjuster(FRAMES_PER_SECOND));

    // reschedule the displayer
    display.reset();

    // redraw the display
    display.repaint();
  }
  /** Creates key listeners which issue requests to the simulation. */
  public void addListeners(final Display2D display) {
    final PacMan pacman = (PacMan) state;
    final SimpleController cont = (SimpleController) controller;

    // Make us able to take focus -- this is by default true usually anyway
    display.setFocusable(true);

    // Make us request focus whenever our window comes up
    displayFrame.addWindowListener(
        new WindowAdapter() {
          public void windowActivated(WindowEvent e) {
            display.requestFocusInWindow();
          }
        });

    // the display frame has just been set visible so we need to request focus once
    display.requestFocusInWindow();

    display.addKeyListener(
        new KeyAdapter() {
          public void keyPressed(KeyEvent e) {
            int c = e.getKeyCode();
            switch (c) {
              case KeyEvent.VK_UP:
                pacman.actions[0] = Pac.N;
                break;
              case KeyEvent.VK_DOWN:
                pacman.actions[0] = Pac.S;
                break;
              case KeyEvent.VK_LEFT:
                pacman.actions[0] = Pac.W;
                break;
              case KeyEvent.VK_RIGHT:
                pacman.actions[0] = Pac.E;
                break;
              case KeyEvent.VK_W:
                pacman.actions[1] = Pac.N;
                break;
              case KeyEvent.VK_S:
                pacman.actions[1] = Pac.S;
                break;
              case KeyEvent.VK_A:
                pacman.actions[1] = Pac.W;
                break;
              case KeyEvent.VK_D:
                pacman.actions[1] = Pac.E;
                break;
              case KeyEvent
                  .VK_R: // Reset the board.  Easiest way: stop and play, which calls start()
                cont.pressStop();
                cont.pressPlay();
                break;
              case KeyEvent.VK_P: // Pause or unpause the game
                cont.pressPause();
                break;
              case KeyEvent.VK_M: // Call forth MASON's new simulation window
                if (cont.getPlayState() != cont.PS_PAUSED) // pause it!
                cont.pressPause();
                cont.doNew();

                // the MASON window belongs to our frame, so Java stupidly doesn't send
                // us a window activated event when the MASON window is closed and our
                // frame comes to the fore again.  So we have to manually do request
                // focus again here.
                display.requestFocusInWindow();
                break;
              default:
                // do nothing
                break;
            }
          }
        });
  }