# Asteroids \[Retro Remake\]

**URL:** <https://discourse.processing.org/t/asteroids-retro-remake/19100>\
**Category:** Gallery\
**Created:** [March 28, 2020, 4:25am UTC](https://discourse.processing.org/t/asteroids-retro-remake/19100 "2020-03-28T04:25:08Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AndJ](https://avatars.discourse-cdn.com/v4/letter/a/bc8723/32.png) [@AndJ](https://discourse.processing.org/u/AndJ)\
**Post date:** [March 28, 2020, 4:25am UTC](https://discourse.processing.org/t/asteroids-retro-remake/19100/1 "2020-03-28T04:25:08Z")

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I just recently finished my remake of the old Atari game: Asteroids.

I was unaware of how the original checked for collisions, but because the asteroids in my game are randomly generated polygons (using a semi-polar system), I decided to use Java AWT’s `Polygon` and `Area` classes for accurate collisions between asteroids, pellets, and the space ship.

I would love to hear any feedback/criticism/etc. Thanks in advance

[GitHub repository to download code](https://github.com/andjf/AsteroidsRemake/tree/master/AsteroidsGameAndJ)

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**Author:** ![GoToLoop](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/gotoloop/32/86_2.png) [@GoToLoop](https://discourse.processing.org/u/GoToLoop)\
**Post date:** [March 28, 2020, 4:48am UTC](https://discourse.processing.org/t/asteroids-retro-remake/19100/2 "2020-03-28T04:48:26Z")

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You should rename folder “AsteroidsGameAndJ” to “Asteroids”, so it matches the name of the main tab file “Asteroids.pde”, and thus it complies to Processing’s IDE (PDE). 🤓
