Controlling Your Action Figure: Implementing Java Event Handlers and Using Lambda Expressions

Now that we have created the public abstract Actor and Hero classes, which I call the “actor engine,” in Chapter 8, let’s get back into our primary application class coding here in Chapter 9, and create the event handling framework that we can use to control the primary hero for our game, the InvinciBagel himself. The event handling that implements the interface between the player and your game programming logic could be looked at as the “interactivity engine” for your game, if we follow the engine paradigm we have been using ...

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