I have to make a game for a schoolproject. The only thing is that the game does not what I want the game to do. What I want is that if all three my characters are standing on a button. You pass that level and you move on to the next one. I do have the code but I don't know how to use themCan someone please help me? Sorry for my horrible English.
This one is from the world.
this one is from one of my characters:
public class Super2 extends World
{
/**
* Constructor for objects of class Super2.
*
*/
public Super2()
{
// Create a new world with 600x400 cells with a cell size of 1x1 pixels.
super(12, 12, 60);
addObject (new BButton(), 3,5);
addObject (new GButton(), 2,7);
addObject (new RButton(), 2,6);
addObject (new Minion(), 2,2);
addObject (new Hulk(), 3,2);
addObject (new Ironman(), 2,3);
addObject (new Spike(), 2,4);
addObject (new DO(), 2,4);
addObject (new Spike(), 3,4);
addObject (new DO(), 3,4);
/**
* Aan de bovenkant speelwereld
*/
addObject (new DO(), 1,1);
addObject (new DO(), 2,1);
addObject (new DO(), 3,1);
addObject (new DO(), 4,1);
addObject (new DO(), 5,1);
addObject (new DO(), 6,1);
addObject (new DO(), 7,1);
addObject (new DO(), 8,1);
addObject (new DO(), 9,1);
addObject (new DO(), 10,1);
/**
* Aan de onderkant speelwereld
*/
addObject (new DO(), 1,10);
addObject (new DO(), 2,10);
addObject (new DO(), 3,10);
addObject (new DO(), 4,10);
addObject (new DO(), 5,10);
addObject (new DO(), 6,10);
addObject (new DO(), 7,10);
addObject (new DO(), 8,10);
addObject (new DO(), 9,10);
addObject (new DO(), 10,10);
/**
* Aan de linkerkant speelwereld
*/
addObject (new DO(), 1,2);
addObject (new DO(), 1,3);
addObject (new DO(), 1,4);
addObject (new DO(), 1,5);
addObject (new DO(), 1,6);
addObject (new DO(), 1,7);
addObject (new DO(), 1,8);
addObject (new DO(), 1,9);
/**
* Aan de rechterkant speelwereld
*/
addObject (new DO(), 10,2);
addObject (new DO(), 10,3);
addObject (new DO(), 10,4);
addObject (new DO(), 10,5);
addObject (new DO(), 10,6);
addObject (new DO(), 10,7);
addObject (new DO(), 10,8);
addObject (new DO(), 10,9);
/**
* In het midden speelwereld
*/
addObject (new DO(), 4,4);
addObject (new DO(), 5,4);
addObject (new DO(), 6,4);
addObject (new DO(), 7,4);
addObject (new DO(), 8,4);
addObject (new DO(), 4,5);
addObject (new DO(), 5,5);
addObject (new DO(), 6,5);
addObject (new DO(), 7,5);
addObject (new DO(), 8,5);
addObject (new DO(), 4,6);
addObject (new DO(), 5,6);
addObject (new DO(), 6,6);
addObject (new DO(), 7,6);
addObject (new DO(), 8,6);
addObject (new DO(), 4,7);
addObject (new DO(), 5,7);
addObject (new DO(), 6,7);
addObject (new DO(), 7,7);
addObject (new DO(), 8,7);
addObject (new DO(), 4,8);
addObject (new DO(), 5,8);
addObject (new DO(), 6,8);
addObject (new DO(), 7,8);
addObject (new DO(), 8,8);
}
public void act()
{
if(!ready() && getObjects(Complete.class).size() == 1)
{
Greenfoot.delay(200);
Greenfoot.setWorld(new Instructiescherm2());
}
}
public boolean ready()
{
return getObjects(Complete2.class).size() == 2;
}
}public class Hulk extends Actor
{
/**
* Act - do whatever the Hulk wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
move(12);
if(getX() == 2 && getY() ==7)
{
getWorld().addObject(new Complete(),6,6);
}
}
public void move(int moveAmt)
{
int dx = 0, dy = 0;
if (Greenfoot.isKeyDown("d")) dx += 1;
if (Greenfoot.isKeyDown("a")) dx -= 1;
if (Greenfoot.isKeyDown("s")) dy += 1;
if (Greenfoot.isKeyDown("w")) dy -= 1;
for (int i = 0; i < moveAmt; i++)
{
setLocation(getX() + dx, getY());
if (getOneIntersectingObject(DO.class) != null) setLocation(getX() - dx, getY());
if (getOneIntersectingObject(Minion.class) != null) setLocation(getX() - dx, getY());
if (getOneIntersectingObject(Ironman.class) != null) setLocation(getX() - dx, getY());
setLocation(getX(), getY() + dy);
if (getOneIntersectingObject(DO.class) != null) setLocation(getX(), getY() - dy);
if (getOneIntersectingObject(Minion.class) != null) setLocation(getX(), getY() - dy);
if (getOneIntersectingObject(Ironman.class) != null) setLocation(getX(), getY() - dy);
}
}
{
if (Greenfoot.isKeyDown("a"))
{
move(-1);
}
if (Greenfoot.isKeyDown("d"))
{
move(1);
}
if (Greenfoot.isKeyDown("w"))
{
setLocation(getX(), getY() - 1);
}
if (Greenfoot.isKeyDown("s"))
{
setLocation(getX(), getY() + 1);
}
}
}

