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gravity: .002
effect: hue2;
scaleX: .4
scaleY: .4
} into content;
}
moveSparks.play();
}
public function stop():Void{
moveSparks.stop();
}
}
In Listing 11-7 we see that the class Explosion is very much like the class Emitter from Chapter 2.
The init function of Explosion adds two sets of Particles to its content , and these two sets create the
firework effect. The class Particle is a direct copy of the class from Chapter 2. As the Timeline
moveSparks runs, it calls the doStep function on each Particle , causing each Particle to animate in the
scene. In this case, each Particle travels away from the location of the Explosion in a random direction,
fading as it goes.
Once all of the Explosions are done animating, the code path is then identical to the code path when
the clown hit the net instead of the bucket. The function nextClown is called and checks to see if the user
has fired all of his clowns or not. If clowns remain, the function readyLaunch is called and the process
repeats. If there are no more clowns the user is presented with a dialog, allowing him to either play again
or go back to the start screen.
Summary
This chapter started with a design for a game that incorporated many of the effects described in this
topic. That initial design was used to create game assets in Adobe Illustrator. The details and workflow
decisions of working with the JavaFX Production Suite provided a real-world context for using this tool.
The implementation of Clown Cannon showed how to glue all of the effects together to create a
complete game. This glue included understanding the life cycle of the entire game as well as each round.
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