This site requires JavaScript, please enable it in your browser!
Greenfoot
Username
Password
Remember Me?
Sign Up, Lost Password
Activity
About
Documentation
Download
Discuss
Scenarios
Discussions
You need to login to take part
Current Discussions
Removing Healthbars and adding them
By Ploppy, with 1 reply.
Replied to by danpost, over 11 years ago:
This only requires one actor class; instead of multiple classes (one for each health level: 'One', 'Two', 'Three', etc.). Put the three pictures in a GreenfootImage array, and as the health decreases, update the image of the object accordingly. This is most easily accomplished by adding a public method that changes the health and updates the image (by setting a new image to the actor object, the old image is removed).
Design
By actinium, with 2 replies.
Last reply by actinium, over 11 years ago:
Thanks Danpost.
Scanning objects
By Future, with 3 replies.
Last reply by Gevater_Tod4711, over 11 years ago:
Well your error probably is because you havend got the references to the bomb and the field. Are the references bomb and field declared before? Or are they just initialised with null? In this case you have to get the right references. If there is only one bomb and only one field you could get them like this:
UserInfo Multiplayer?
By RedPhoneBooth, with 1 reply.
Replied to by danpost, over 11 years ago:
This discussion
post (any reference to PlayerInfo is intended for UserInfo) deals with this issue.
turn cords location
By Future, with 6 replies.
Last reply by danpost, over 11 years ago:
I never said that would fix your code. I think it would be best for you to go over the Greenfoot tutorials accessed through the 'Documentation' link above before continuing to attempt to write any code. You seem to be lost as far as some of the basics of programming with Greenfoot and Java.
Respawning
By MoneyFishSlap, with 14 replies.
Last reply by danpost, over 11 years ago:
First, let me say that it is customary to start variable (aka field) names with lowercase letters. It gets a litle confusing for those looking at your code when you use the same name for a class as well as a field ('Worm'). Next, you already have the intersecting object in the field 'Worm' when you (again) get it in line 7. Finally, line 10 does not relocate the Worm object, but relocates the Crab object instead. The following would be more what you need:
Countdown Issues
By ctgreenfoot, with 2 replies.
Last reply by ctgreenfoot, over 11 years ago:
thanks!
Help with quick changing images
By seanyou100, with 4 replies.
Last reply by seanyou100, over 11 years ago:
Thanks. It works perfectly now :D
World Edge
By ctgreenfoot, with 6 replies.
Last reply by ctgreenfoot, over 11 years ago:
thank you!
Problems with Movement Animation
By JimmyFake, with 22 replies.
Last reply by danpost, over 11 years ago:
Refer to
this discussion post
.
Flashlight?
By nooby123, with 3 replies.
Last reply by danpost, over 11 years ago:
You must clear the image and draw opaque colors only where you do not want it to be transparent. Once a pixel of an image is set with an alpha value, any further 'draw'ing over it will still have that minimum alpha value. I just uploaded a new scenario with a support class that will do what you want. It is called
Light Beam Class Demo
.
Mouse interaction
By wafflepudding, with 2 replies.
Last reply by wafflepudding, over 11 years ago:
It worked! Thanks man!
Smaller field borders that World's are being defined
By cosmophobia, with 3 replies.
Last reply by cosmophobia, over 11 years ago:
Thank you nooby123, I will give it a try right away. Once again, thanks for your prompt reply!
Stay on the road
By Dytanoth, with 7 replies.
Last reply by Dytanoth, over 11 years ago:
You, sir, are a genius. I wouldn't have thought of this myself. I'd like to thank you for you help, this really is helpfull!
using up/right arrow keys to get movement in that direction
By LukeCrawford, with 1 reply.
Replied to by danpost, over 11 years ago:
Start with base offsets for x and y initially set to zero. Adjust those values depending on the keys pressed. Then use the final results to determine the direction of movement.
892
893
894
895
896
897
898
X