In this chapter, we examine in detail three interfaces and one class that form the backbone of the reusable Swing-based animation library. Additionally covered are one or more implementations of each interface. Understanding how these core classes operate is key to understanding the implementation trade-offs. It is also useful to understand how these classes work when it comes to creating and integrating your own animation classes to create a unique game.
KeywordsFrame Rate Single Request Special Thread Public Void Entire Component
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- Robinson, Matthew and Pavel Vorobiev, “Swing Mechanics.” Chapter 2 in Swing. Greenwich, CT: Manning Publications Company, 2000.Google Scholar