I have a boss actor and I only want it to move a certain amount. I've looked everywhere but nothing I find nothing that helps here is the code:
/**
* Write a description of class WalkerBoss here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class WalkerBoss extends Actor
{
private int frame;
private GreenfootImage walker1 = new GreenfootImage("WalkerBoss1.png");
private GreenfootImage walker2 = new GreenfootImage("WalkerBoss2.png");
private GreenfootImage walker3 = new GreenfootImage("WalkerBoss3.png");
private GreenfootImage walker4 = new GreenfootImage("WalkerBoss4.png");
private GreenfootImage walker5 = new GreenfootImage("WalkerBoss5.png");
private GreenfootImage walker6 = new GreenfootImage("Walkerboss6.png");
private GreenfootImage walker7 = new GreenfootImage("WalkerBoss7.png");
private GreenfootImage walker8 = new GreenfootImage("WalkerBoss8.png");
private GreenfootImage walker9 = new GreenfootImage("WalkerBoss9.png");
private GreenfootImage walker10 = new GreenfootImage("WalkerBoss10.png");
private GreenfootImage walker11 = new GreenfootImage("WalkerBoss11.png");
private GreenfootImage walker12 = new GreenfootImage("WalkerBoss12.png");
private GreenfootImage walker13 = new GreenfootImage("WalkerBoss13.png");
private GreenfootImage walker14 = new GreenfootImage("WalkerBoss14.png");
private GreenfootImage walker15 = new GreenfootImage("WalkerBoss15.png");
private GreenfootImage walker16 = new GreenfootImage("Walkerboss16.png");
private int imageCounter;
private int walkerspeed = -8;
private int speed = 0;
public static GreenfootSound AT_AT_Walk = new GreenfootSound("AT AT sound.mp3");
int collisionCountdown = 0;
private int timer = 0;
public void act()
{
bossmove();
AT_AT_Walk.playLoop();
}
private void addTimer(){
timer++;
}
public void bossmove()
{
imageCounter = (++imageCounter)%15; // change '2' higher to slow down animation
if (imageCounter == 0) switchImage();
}
public void move()
{
bossmove();
}
public void switchImage()
{
move(walkerspeed);
frame++;
switch (frame){
case 1: setImage(walker1); break;
case 2: setImage(walker2); break;
case 3: setImage(walker3); break;
case 4: setImage(walker4); break;
case 5: setImage(walker5); break;
case 6: setImage(walker6); break;
case 7: setImage(walker7); break;
case 8: setImage(walker8); break;
case 9: setImage(walker9); break;
case 10: setImage(walker10); break;
case 11: setImage(walker11); break;
case 12: setImage(walker12); break;
case 13: setImage(walker13); break;
case 14: setImage(walker14); break;
case 15: setImage(walker15); break;
case 16: setImage(walker16); break;
case 17: frame = 0;
}
}
private void checkForJump()
{
}
/**
* Hit this asteroid dealing the given amount of damage.
*/
public void hit(int damage)
{
}
}

