ogy2014 wrote...
so what type of code should i use
import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
/**
* Write a description of class UFO here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class UFO extends Actor
{
/**
* Act - do whatever the UFO wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
if(Greenfoot.getRandomNumber(5) == 0)
{
getWorld().addObject(new UFO(), 1, 70);
}
if(getX() < 799)
{
move(5);
}
else
{
getWorld().removeObject(this);
}
Actor playermissile;
Space space = (Space) getWorld();
Scoreboard sBoard = space.scoreboard;
playermissile = getOneIntersectingObject(PlayerMissile.class);
if(playermissile != null)
{
space.scoreboard.add(50);
getWorld().removeObject(playermissile);
getWorld().removeObject(this);
}
}
}Actor playermissile = getOneIntersectingObject(PlayerMissile.class);
if (playermissile != null)
{
Space space = (Space) getWorld();
space.scoreboard.add(50);
space.removeObject(playermissile);
space.removeObject(this);
} Actor playermissile = getOneIntersectingObject(PlayerMissile.class);
if (playermissile != null)
{
Space space = (Space) getWorld();
space.scoreboard.add(50);
space.removeObject(playermissile);
space.removeObject(this);
}import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
/**
* Write a description of class Space here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class Space extends World
{
/**
* Constructor for objects of class Space.
*
*/
public Space()
{
// Create a new world with 600x400 cells with a cell size of 1x1 pixels.
super(800, 600, 1);
addObject (lifeboard, 500, 20);
addObject (new Player(), 400, 550);
addObject (new Invaders(), 0, 0);
addObject (scoreboard, 100, 20);
setPaintOrder(Lifeboard.class,Player.class,Scoreboard.class);
if(Greenfoot.getRandomNumber(5) == 1)
{
addObject(new UFO(), 1, 70);
}
}
public Scoreboard scoreboard = new Scoreboard();
public Lifeboard lifeboard = new Lifeboard();
}