Start Jack Jumping


Class Diagrams for JumpingJack

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

Figure 12-3. Class diagrams for JumpingJack


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.

Figure 12-4. The core classes of JumpingJack


The Sprite class is included since JumperSprite and FireBallSprite use many of its methods, but it's unchanged from Chapter 11.


The code for the JumpingJack example can be found in JumpingJack/.



Killer Game Programming in Java
Killer Game Programming in Java
ISBN: 0596007302
EAN: 2147483647
Year: 2006
Pages: 340

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