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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced content levelIntermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Class Diagrams for BugRunner

Figure 11-2 shows the class diagrams for BugRunner application. The class names and public methods are given for the new classes, but only class names are supplied for the imaging and audio classes, which are unchanged from earlier chapters.

Class diagrams for BugRunner

Figure 11-2. Class diagrams for BugRunner

Tip

The image and audio loader classes won't be explained again in any detail, so if you've skipped ahead to this chapter, you may want to go back and review Chapters 6 and 8.

The top-level JFrame (BugRunner) and the games panel (BugPanel) use the windowed animation framework developed in Chapters 2 and 3. In particular, the complicated run() method in BugPanel is almost identical to the one in WormPanel in Chapter 3. If you're unfamiliar with it, then you should look at Chapter 3 before continuing.

The new material is mostly concentrated in the Sprite class and its subclasses, BallSprite and BatSprite. BallSprite manages each ball, and BatSprite handles the ant.

Tip

The choice of the name BatSprite may seem a tad strange since the sprite image is an ant. Bat refers to the ant's role in the game,, i.e., to bat away balls and stop them from reaching the floor. In truth, the accompanying image could be anything: a mockingbird, Guadalupe bass, armadillo, or longhorn.

The code for the BugRunner game can be found in the BugRunner/ directory.

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Publisher Resources

ISBN: 0596007302Supplemental ContentErrata Page