use the concepts from Chapter 6 on physics to provide realistic motion. If the clown passes through the
balloon, the score is doubled for that shot. An interpolator, as seen in Chapter 5, drives the motion of the
balloon. Lastly, landing in the water bucket should reward the player with some fancy graphics, and this
is where the firework launchers come in. When the clown lands in the bucket, a short fireworks display is
presented to the user, which, of course, is a great use of the particle effects from Chapter 2.
Now that we have the basic design in place, it is time to give the game graphics an overhaul. Since the
initial design was done in Adobe Illustrator, it makes sense to use that same tool to create the graphics
for the game. We simply export the content to a JavaFX-friendly format. Figure 11-3 shows the contents
of the final Illustrator file.
Figure 11-3. Final game assets
In Figure 11-3, all of the game assets are presented. It is sort of a garbled mess— every graphic used
in the game is laid over each other. This is intentional, because for this chapter I decided to use a single
Illustrator file to store all of the assets in the game. There are advantages and disadvantages to using a
single file instead of multiple files, but before we discuss that, let me explain how the Illustrator file is