Copyright by Jonathan S. Harbour

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Chapter 4. Vector-Based Graphics

The previous chapter really pushed the limits as far as the amount of information covered without thorough explanations beforehand. I wanted to immerse you in the source code for a game right up front before fully explaining all of the concepts to give you a feel for what is involved in creating a real game. The Asteroids clone was not a great game, and not even very good looking, but it was functional. Java has a robust and feature-rich set of classes for working with 2D vector graphics and bitmaps (explained in the next chapter), making it possible to draw rectangles, polygons, and other shapes very easily. The examples in this chapter again are applets rather than JFrame-based applications. Aside from initialization ...

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