Directing the Cast of Actors: Creating a Casting Director Engine and Creating the Bagel Actor Class
Now that we have created the public abstract Actor and Hero classes (the Actor Engine) in Chapter 8, and some basic KeyEvent handling in Chapter 9, it is time to put more of our game infrastructure in place here in Chapter 10. We are going to create yet another Java class to manage our cast of actors, called CastingDirector.java (the Casting Engine). We will do this so that we can keep track of the Actor objects on the game play screen that have been created using our Actor and Hero abstract classes. It is important to know what game components (actors) are currently on the screen (or stage, or set, if you like the film production lingo that we are using) at any given time (or level) in the game.