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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 JumpingJack

Figure 12-3 shows the class diagrams for the JumpingJack application. Only the class names are shown.

Class diagrams for JumpingJack

Figure 12-3. Class diagrams for JumpingJack

Tip

This large number of classes is daunting, but many of them can be ignored since they're unchanged from earlier chapters.

The image loaders read in the GIFs used by the Ribbon objects and by the tile and sprite images. ImagesPlayer animates Jack's legs and the fireball explosion. The audio loaders play the "Jumping Jack Flash" MIDI sequence, the explosion, and the applause clips. (Always applaud the users even when they lose.)

The JumperSprite object handles Jack, and FireBallSprite handles the fireball; both are subclasses of the Sprite class that were introduced in Chapter 11. The JumpingJack JFrame and the JackPanel JPanel implement the windowed animation framework of Chapters 2 and 3. BugRunner of Chapter 11 uses the same technique.

If you strip away the unchanged classes from earlier chapters, you're left with the more manageable collection of class diagrams shown in Figure 12-4. The public methods, and any public or protected data, are shown.

The core classes of JumpingJack

Figure 12-4. The core classes of JumpingJack

Tip

The Sprite class is included since JumperSprite and FireBallSprite use many of its methods, but it's unchanged from Chapter ...

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Publisher Resources

ISBN: 0596007302Supplemental ContentErrata Page