CHAPTER 11

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Moving Your Action Figure in 2D: Controlling the X and Y Display Screen Coordinates

Now that we have created the public CastingDirector class, which I call the “casting engine,” in Chapter 10, we need to get back into our InvinciBagel.java primary application class coding here in Chapter 11, and create our iBagel primary game play Actor (character) in the .createGameActors() method. We will also create the castDirector object using the CastingDirector.java class and its CastingDirector() constructor method, which we created in Chapter 10, as well as creating the .createCastingDirection() method, which will manage our casting direction ...

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