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Enemy jump timer
By Baenefin, with 1 reply.
Replied to by Baenefin, about 12 years ago:
Why would you even say that?
remove object and add a new on mouseclicked
By vbh, with 6 replies.
Last reply by vbh, about 12 years ago:
Ty All its working now :-)
Respawning
By skyhighh, with 2 replies.
Last reply by skyhighh, about 12 years ago:
hey dan thank you man it worked just like i wanted i only used it in trap class self instead of the the one whos stepping on it tyvm :D
How can i make 2 counters work?
By Aermus, with 1 reply.
Replied to by danpost, about 12 years ago:
The main thing that you need to do if you are going to have more than one Counter object is to keep references to them: <Code Omitted>Now, you can refer to either one by its name.
How do i switch from character
By Aermus, with 6 replies.
Last reply by Aermus, about 12 years ago:
Is this correct? I put a private in character in the class speler == control.. <Code Omitted> the i put the controls in the thief, like so
Off to a bad start
By ben.filla, with 3 replies.
Last reply by bourne, about 12 years ago:
Is your Wombat constructor some reason private or protected?
greenfoot sound
By RedCreeper, with 1 reply.
Replied to by Sniper, about 12 years ago:
Your sound probably has a silent spot at the beginning, end, or both. Cut those pieces out and you'll be fine.
Adding score when destroying enemies
By Foyman, with 1 reply.
Replied to by FlyingRabidUnicornPig, about 12 years ago:
You need a reference to the scoreboard. Instead of the enemy class, have it in you're world class, and then access your world scoreboard with this (Make sure scoreboard is PUBLIC!!!): <Code Omitted>
space game help
By KevinWelch2001, with 4 replies.
Last reply by KevinWelch2001, about 12 years ago:
ty.
Get the value of a variable from another class
By sihaco, with 5 replies.
Last reply by danpost, about 12 years ago:
davmac wrote...
Hi danpost, I don't think this is quite correct: < quote omitted > The coin is "eaten" if seen, so this while loop just consumes all the coins that can be seen right now (for 1 point each).
You are quite correct. I, for some reason, was thinking that the coin(s) was/were not being removed. Thanks for the correction.
Collision
By Skriener, with 6 replies.
Last reply by danpost, about 12 years ago:
Using 'move' and 'turn', I came up with this:
Help spawning object
By bananafin, with 21 replies.
Last reply by Baenefin, about 12 years ago:
I see. It actually makes sence to me! Thanks.
How can you let an actor counting down
By martijn13039, with 34 replies.
Last reply by danpost, about 12 years ago:
In the scenario this timer was created for, the timer object is not created until after the scenario is started. The timer runs on the system clock and starts as soon as you create the timer object (although the display is not updated until the scenario is started). You could add a method to 'reset' the timer, but might as well just replace the timer at the time you would reset it. Two ways you could solve your dilemma are (1) do not create the timer object and add it into the world until the scenario is started; or (2) instead of using the system clock, which is not consistent with running
coding
By hisham93, with 5 replies.
Last reply by erdelf, about 12 years ago:
<Code Omitted>
Untouchable for two seconds
By ddvink, with 6 replies.
Last reply by danpost, about 12 years ago:
ddvink wrote...
Where do I have to put this? Use 'canMobTouch' to place condition on touch checking. Thanks in advance, Dennis
In the class of the Char you are controlling.
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