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  • Book Overview & Buying Creative Greenfoot: RAW
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Creative Greenfoot: RAW

Creative Greenfoot: RAW

By : Haungs
4.7 (3)
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Creative Greenfoot: RAW

Creative Greenfoot: RAW

4.7 (3)
By: Haungs

Overview of this book

This book is for coding students and Java programmers of all levels interested in building engaging, interactive applications with Greenfoot. Familiarity with the very basics of Greenfoot is assumed.
Table of Contents (12 chapters)
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11
Index

Chapter 4. Projectiles

 

"Flying is learning how to throw yourself at the ground and miss."

 
 --Douglas Adams

Actors in creative Greenfoot applications, such as games and animations, often have movement that can best be described as being launched. For example, a soccer ball, bullet, laser, light ray, baseball, and firework are examples of this type of object. One common method of implementing this type of movement is to create a set of classes that model real-world physical properties (mass, velocity, acceleration, friction, and so on) and have game or simulation actors inherit from these classes. Some refer to this as creating a physics engine for your game or simulation. However, this course of action is complex and often overkill. As you learned in Chapter 2, Animation, there are often simple heuristics we can use to approximate realistic motion. This is the approach we will take here.

In this chapter, you will learn about the basics of projectiles, how...

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Creative Greenfoot: RAW
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