Need help with spawning enemies, how can i do this....i want the enemies to spawn in a certain location after one has been shot....possibly spawn in the upper part but i don't want them to all spawn in the same location, what code should i write
int x = xMinimum+Greenfoot.getRandomNumber(/** xRange */); int y = yMinimum+Greenfoot.getRandomNumber(/** yRange */); setLocation(x, y);
int x = xMinimum+Greenfoot.getRandomNumber(/** xRange */); int y = yMinimum+Greenfoot.getRandomNumber(/** yRange */); setLocation(x, y);
import greenfoot.*;
public class Fireball extends Player
{
private int direction, speed;
public Fireball(int dir)
{
direction = 270;
speed = 7;
}
public void act()
{
setRotation(direction);
move(speed);
disappear();
}
public void disappear()
{
Actor BugEnemy;
BugEnemy = getOneObjectAtOffset(0, 0, BugEnemy.class);
Actor InsectEnemy;
InsectEnemy = getOneObjectAtOffset(0, 0, InsectEnemy.class);
Actor Bee;
Bee = getOneObjectAtOffset(0, 0, Bee.class);
Actor DarkPower;
DarkPower = getOneObjectAtOffset(0, 0, DarkPower.class);
if (BugEnemy != null)
{
World world;
world = getWorld();
world.removeObject(BugEnemy);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
int x = 200+Greenfoot.getRandomNumber(500);
int y = 200+Greenfoot.getRandomNumber(500);
setLocation(x, y);
return;
}
if (InsectEnemy != null)
{
World world;
world = getWorld();
world.removeObject(InsectEnemy);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
return;
}
if (Bee != null)
{
World world;
world = getWorld();
world.removeObject(Bee);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
return;
}
if (DarkPower != null)
{
World world;
world = getWorld();
world.removeObject(DarkPower);
world.removeObject(this);
return;
} else {
if(atWorldEdge())
{
getWorld().removeObject(this);
return;
}
}
}
}
BugEnemy.setLocation(x, y);
BugEnemy.setLocation(x, y);
int x = Greenfoot.getRandomNumber(getWidth()); int y = Greenfoot.getRandomNumber(400);
x = minX+random(maxX-minX); y = minY+random(maxY-minY);
int y = 100+Greenfoot.getRandomNumber(300); // in pseudo-code y = 100+random(400-100);
int x = Greenfoot.getRandomNumber(getWidth()); int y = Greenfoot.getRandomNumber(400);
x = minX+random(maxX-minX); y = minY+random(maxY-minY);
int y = 100+Greenfoot.getRandomNumber(300); // in pseudo-code y = 100+random(400-100);
int x = minX+Greenfoot.getRandomNumber(maxX-minX); int y = minY+Greenfoot.getRandomNumber(maxY-minY);
int x = minX+Greenfoot.getRandomNumber(maxX-minX); int y = minY+Greenfoot.getRandomNumber(maxY-minY);
import greenfoot.*;
public class Fireball extends Player
{
private int direction, speed;
public Fireball(int dir)
{
direction = 270;
speed = 7;
}
public void act()
{
setRotation(direction);
move(speed);
disappear();
}
public void disappear()
{
Actor BugEnemy;
BugEnemy = getOneObjectAtOffset(0, 0, BugEnemy.class);
Actor InsectEnemy;
InsectEnemy = getOneObjectAtOffset(0, 0, InsectEnemy.class);
Actor Bee;
Bee = getOneObjectAtOffset(0, 0, Bee.class);
Actor DarkPower;
DarkPower = getOneObjectAtOffset(0, 0, DarkPower.class);
if (BugEnemy != null)
{
World world;
world = getWorld();
world.removeObject(BugEnemy);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
int x = 100+Greenfoot.getRandomNumber(500);
int y = 100+Greenfoot.getRandomNumber(500);
BugEnemy.setLocation(x, y);
return;
}
if (InsectEnemy != null)
{
World world;
world = getWorld();
world.removeObject(InsectEnemy);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
return;
}
if (Bee != null)
{
World world;
world = getWorld();
world.removeObject(Bee);
MyGame mygame = (MyGame)world;
Counter counter = mygame.getCounter();
counter.addScore();
world.removeObject(this);
return;
}
if (DarkPower != null)
{
World world;
world = getWorld();
world.removeObject(DarkPower);
world.removeObject(this);
return;
} else {
if(atWorldEdge())
{
getWorld().removeObject(this);
return;
}
}
}
}