How do i call a method from a different class
//PlayerClass
import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
/**
* Write a description of class Player here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class Player extends Erm
{
private GreenfootImage image1; // Sprite for first right character movement
private GreenfootImage image2; // Sprite for second right character movement
private GreenfootImage image3; // Sprite for third right character movement
private GreenfootImage image4; // Sprite for fourth right character movement
private GreenfootImage image5; // Sprite for fifth right character movement
private GreenfootImage image6; // Sprite for sixth right character movement
private GreenfootImage image7;; // Sprite for seventh right character movement
private GreenfootImage image8; // Sprite for eighth right character movement
private GreenfootImage image9; // Sprite for ninth right character movement
private GreenfootImage image10; // Sprite for tenth right character movement
private GreenfootImage image11; // Sprite for tenth right character movement
private GreenfootImage image12; // Sprite for tenth right character movement
private GreenfootImage image13; // Sprite for tenth right character movement
private GreenfootImage image14; // Sprite for tenth right character movement
private GreenfootImage image15; // Sprite for tenth right character movement
private GreenfootImage image16; // Sprite for tenth right character movement
private GreenfootImage image1L; // Sprite for first right character movement
private GreenfootImage image2L; // Sprite for second right character movement
private GreenfootImage image3L; // Sprite for third right character movement
private GreenfootImage image4L; // Sprite for fourth right character movement
private GreenfootImage image5L; // Sprite for fifth right character movement
private GreenfootImage image6L; // Sprite for sixth right character movement
private GreenfootImage image7L;; // Sprite for seventh right character movement
private GreenfootImage image8L; // Sprite for eighth right character movement
private GreenfootImage image9L; // Sprite for ninth right character movement
private GreenfootImage image10L; // Sprite for tenth right character movement
private GreenfootImage image11L; // Sprite for tenth right character movement
private GreenfootImage image12L; // Sprite for tenth right character movement
private GreenfootImage image13L; // Sprite for tenth right character movement
private GreenfootImage image14L; // Sprite for tenth right character movement
private GreenfootImage image15L; // Sprite for tenth right character movement
private GreenfootImage image16L; // Sprite for tenth right character movement
private int vSpeed =4;
private int acceleration = 2;
private boolean jumping;
private int jumpStrength = 20;
private int speed = 4;
public Player()
{
image1 = new GreenfootImage ("sprite1.png"); // image2 variable allocates Character2.png to generate sprite
image2 = new GreenfootImage ("sprite2.png"); // image3 variable allocates Character3.png to generate sprite
image3 = new GreenfootImage ("sprite3.png"); // image4 variable allocates Character4.png to generate sprite
image4 = new GreenfootImage ("sprite4.png"); // image5 variable allocates Character5.png to generate sprite
image5 = new GreenfootImage ("sprite5.png"); // image6 variable allocates Character6.png to generate sprite
image6 = new GreenfootImage ("sprite6.png"); // image7 variable allocates Character7.png to generate sprite
image7 = new GreenfootImage ("sprite7.png"); // image8 variable allocates Character8.png to generate sprite
image8 = new GreenfootImage ("sprite8.png"); // image9 variable allocates Character9.png to generate sprite
image9 = new GreenfootImage ("sprite9.png"); // image10 variable allocates Character10.png to generate sprite
image10 = new GreenfootImage("sprite10.png"); // image11 variable allocates Character11.png to generate sprite
image11 = new GreenfootImage("sprite11.png"); // image11 variable allocates Character11.png to generate sprite
image12 = new GreenfootImage("sprite12.png"); // image11 variable allocates Character11.png to generate sprite
image13 = new GreenfootImage("sprite13.png"); // image11 variable allocates Character11.png to generate sprite
image14 = new GreenfootImage("sprite14.png"); // image11 variable allocates Character11.png to generate sprite
image15 = new GreenfootImage("sprite15.png"); // image11 variable allocates Character11.png to generate sprite
image16 = new GreenfootImage("sprite16.png"); // image11 variable allocates Character11.png to generate sprite
image1L = new GreenfootImage ("sprite1L.png"); // image2 variable allocates Character2.png to generate sprite
image2L = new GreenfootImage ("sprite2L.png"); // image3 variable allocates Character3.png to generate sprite
image3L = new GreenfootImage ("sprite3L.png"); // image4 variable allocates Character4.png to generate sprite
image4L = new GreenfootImage ("sprite4L.png"); // image5 variable allocates Character5.png to generate sprite
image5L = new GreenfootImage ("sprite5L.png"); // image6 variable allocates Character6.png to generate sprite
image6L = new GreenfootImage ("sprite6L.png"); // image7 variable allocates Character7.png to generate sprite
image7L= new GreenfootImage ("sprite7L.png"); // image8 variable allocates Character8.png to generate sprite
image8L = new GreenfootImage ("sprite8L.png"); // image9 variable allocates Character9.png to generate sprite
image9L = new GreenfootImage ("sprite9L.png"); // image10 variable allocates Character10.png to generate sprite
image10L = new GreenfootImage("sprite10L.png"); // image11 variable allocates Character11.png to generate sprite
image11L = new GreenfootImage("sprite11L.png"); // image11 variable allocates Character11.png to generate sprite
image12L = new GreenfootImage("sprite12L.png"); // image11 variable allocates Character11.png to generate sprite
image13L = new GreenfootImage("sprite13L.png"); // image11 variable allocates Character11.png to generate sprite
image14L = new GreenfootImage("sprite14L.png"); // image11 variable allocates Character11.png to generate sprite
image15L = new GreenfootImage("sprite15L.png"); // image11 variable allocates Character11.png to generate sprite
image16L = new GreenfootImage("sprite16L.png"); // image11 variable allocates Character11.png to generate sprite
setImage(image1);
}
/**
* Act - do whatever the Player wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
Actor GoldCoin = getOneIntersectingObject(GoldCoin.class); // Actor class allocates Coin subclass to be used as a removable object and a method of points collection
if (GoldCoin!=null) // Method used to remove coin object when Player 1 or Player 2 walks or jumps on coin
{
World myWorld = getWorld();
myWorld.removeObject(GoldCoin);
Background background = (Background)myWorld;
GoldCounter counter = background.getGoldCounter();
counter.addPoints();
GrandTotal GrandTotal = background.getGrandTotal();
GrandTotal.addGoldPoints();
}
Actor RedCoin = getOneIntersectingObject(RedCoin.class);
if (RedCoin!=null) // Method used to remove coin object when Player 1 or Player 2 walks or jumps on coin
{
World myWorld = getWorld();
myWorld.removeObject(RedCoin);
Background background = (Background)myWorld;
RedCounter counter = background.getRedCounter();
counter.addPoints();
GrandTotal GrandTotal = background.getGrandTotal();
GrandTotal.addRedPoints();
}
Actor BlueCoin = getOneIntersectingObject(BlueCoin.class); // Actor class allocates Coin subclass to be used as a removable object and a method of points collection
if (BlueCoin!=null) // Method used to remove coin object when Player 1 or Player 2 walks or jumps on coin
{
World myWorld = getWorld();
myWorld.removeObject(BlueCoin);
Background background = (Background)myWorld;
BlueCounter counter = background.getBlueCounter();
counter.addPoints();
GrandTotal GrandTotal = background.getGrandTotal();
GrandTotal.addBluePoints();
}
checkKeyPress();
checkLeftWalls();
checkRightWalls();
platformAbove();
checkFall();
}
public void checkKeyPress()
{
Background theWorld = (Background) getWorld();
Erm erm = (Erm) theWorld.getErm();
if(Greenfoot.isKeyDown("a") && erm.shouldScroll == false)
{
move(-8);
movementLeft();
}
else if(Greenfoot.isKeyDown("d") && erm.shouldScroll == false)
{
move(8);
movementRight();
}
if(Greenfoot.isKeyDown("w") && jumping == false)
{
jump();
}
}
/**
* This method will make the player move right a certain amount.
* Entering a negative amount will cause a movement towards the left.
* @param The speed of the movement
*/
public void move(int amount)
{
int x = getX() + amount;
int y = getY();
setLocation(x, y);
}
public void movementRight()
{
if (getImage().equals(image1))
{ // If image2 sprite is present, the sprite rotates to image3
setImage (image2);
}else if(getImage().equals(image2))
{ // If image3 sprite is present, the sprite rotates to image4
setImage (image3);
}else if (getImage().equals(image3))
{ // If image4 sprite is present, the sprite rotates to image5
setImage (image4);
}else if (getImage().equals(image4))
{ // If image5 sprite is present, the sprite rotates to image6
setImage (image5);
}else if (getImage().equals(image5))
{ // If image6 sprite is present, the sprite rotates to image7
setImage (image6);
}else if (getImage().equals(image6))
{ // If image7 sprite is present, the sprite rotates to image8
setImage (image7);
}else if (getImage().equals(image7))
{ // If image8 sprite is present, the sprite rotates to image9
setImage (image8);
}else if (getImage().equals(image8))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image9);
}else if (getImage().equals(image9))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image10);
}else if (getImage().equals(image10))
{ // If image7 sprite is present, the sprite rotates to image8
setImage (image11);
}else if (getImage().equals(image11))
{ // If image8 sprite is present, the sprite rotates to image9
setImage (image12);
}else if (getImage().equals(image12))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image13);
}else if (getImage().equals(image13))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image14);
}else if (getImage().equals(image14))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image15);
}else if (getImage().equals(image15))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image16);
}else
{
setImage (image3); // If image11 sprite is present, the sprite cycle loops and restarts by rotating back to image2
}
}
public void movementLeft()
{
if (getImage().equals(image1L))
{ // If image2 sprite is present, the sprite rotates to image3
setImage (image2L);
}else if(getImage().equals(image2L))
{ // If image3 sprite is present, the sprite rotates to image4
setImage (image3L);
}else if (getImage().equals(image3L))
{ // If image4 sprite is present, the sprite rotates to image5
setImage (image4L);
}else if (getImage().equals(image4L))
{ // If image5 sprite is present, the sprite rotates to image6
setImage (image5L);
}else if (getImage().equals(image5L))
{ // If image6 sprite is present, the sprite rotates to image7
setImage (image6L);
}else if (getImage().equals(image6L))
{ // If image7 sprite is present, the sprite rotates to image8
setImage (image7L);
}else if (getImage().equals(image7L))
{ // If image8 sprite is present, the sprite rotates to image9
setImage (image8L);
}else if (getImage().equals(image8L))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image9L);
}else if (getImage().equals(image9L))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image10L);
}else if (getImage().equals(image10L))
{ // If image7 sprite is present, the sprite rotates to image8
setImage (image11L);
}else if (getImage().equals(image11L))
{ // If image8 sprite is present, the sprite rotates to image9
setImage (image12L);
}else if (getImage().equals(image12L))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image13L);
}else if (getImage().equals(image13L))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image14L);
}else if (getImage().equals(image14L))
{ // If image9 sprite is present, the sprite rotates to image10
setImage (image15L);
}else if (getImage().equals(image15L))
{ // If image10 sprite is present, the sprite rotates to image11
setImage (image16L);
}else
{
setImage (image3L); // If image11 sprite is present, the sprite cycle loops and restarts by rotating back to image2
}
}
public boolean platformAbove()
{
int spriteHeight = getImage().getHeight();
int yDistance = (int)(spriteHeight/-2);
Actor ceiling = getOneObjectAtOffset(0, yDistance, Others.class);
if(ceiling != null)
{
vSpeed = 1;
bopHead(ceiling);
return true;
}
else
{
return false;
}
}
public boolean checkRightWalls()
{
int spriteWidth = getImage().getWidth();
int xDistance = (int)(spriteWidth/2);
Actor rightWall = getOneObjectAtOffset(xDistance, 0, Others.class);
if(rightWall == null)
{
return false;
}
else
{
stopByRightWall(rightWall);
return true;
}
}
public void stopByRightWall(Actor rightWall)
{
int wallWidth = rightWall.getImage().getWidth();
int newX = rightWall.getX() - (wallWidth + getImage().getWidth())/2;
setLocation(newX - 5, getY());
}
public boolean checkLeftWalls()
{
int spriteWidth = getImage().getWidth();
int xDistance = (int)(spriteWidth/-2);
Actor leftWall = getOneObjectAtOffset(xDistance, 0, Others.class);
if(leftWall == null)
{
return false;
}
else
{
stopByLeftWall(leftWall);
return true;
}
}
public void stopByLeftWall(Actor leftWall)
{
int wallWidth = leftWall.getImage().getWidth();
int newX = leftWall.getX() + (wallWidth + getImage().getWidth())/2;
setLocation(newX + 5, getY());
}
public void bopHead(Actor ceiling)
{
int ceilingHeight = ceiling.getImage().getHeight();
int newY = ceiling.getY() + (ceilingHeight + getImage().getHeight())/2;
setLocation(getX(), newY);
}
public void fall()
{
setLocation(getX(), getY() + vSpeed);
if(vSpeed <=12)
{
vSpeed = vSpeed + acceleration;
}
jumping = true;
}
public boolean onGround()
{
int spriteHeight = getImage().getHeight();
int yDistance = (int)(spriteHeight/2) + 5;
Actor ground = getOneObjectAtOffset(0, getImage().getHeight()/2, Others.class);
if(ground == null)
{
jumping = true;
return false;
}
else
{
moveToGround(ground);
return true;
}
}
public void moveToGround(Actor ground)
{
int groundHeight = ground.getImage().getHeight();
int newY = ground.getY() - (groundHeight + getImage().getHeight())/2;
setLocation(getX(), newY);
jumping = false;
}
public void checkFall()
{
if(onGround())
{
vSpeed = 0;
}
else
{
fall();
}
}
public void jump()
{
vSpeed = vSpeed - jumpStrength;
jumping = true;
fall();
}
}
//Others Class
import greenfoot.*; // (World, Actor, GreenfootImage, Greenfoot and MouseInfo)
/**
* The superclass of all actors that need to scroll (i.e. all the actors except Player)
*
* @author Bertie Wheen
* @version 0.1
*/
public class Others extends Erm
{
public int scrollX; //The variable used when scrolling.
public Others()
{
scrollX = 0;
}
/**
* Used for setting the actor's location.
*/
public void setLocation()
{
setLocation(getX() + scrollX, getY());
}
/**
* This is used for responding to keyboard input by the user.
* This will only happen when the player is far enough to the left or right of the screen for scrolling to be needed.
* @param How fast the scrolling should be. 3-4 is recommended. If a negative value is used, the controls will be inverted.
*/
public void checkKeyPress(int amount)
{
Background theWorld = (Background) getWorld();
Erm erm = (Erm) theWorld.getErm();
if(Greenfoot.isKeyDown("a") && erm.shouldScroll == true)
{
scrollX = amount;
}
else if(Greenfoot.isKeyDown("d") && erm.shouldScroll == true)
{
scrollX = -amount;
}
else
{
scrollX = 0;
}
}
/**
* A call to the following should be in all scrolling actor's act methods.
*/
public void scrollingMethods()
{
checkKeyPress(8);
setLocation();
}
}
Im trying to add the movement sprite method to the others class so the sprites will work while the game side scrolls

