Yeah.. that was just the only way i knew without a for loop and a delay...


public void act() { setLocation(getX() + speed, getY()); checkBoundaries(); destroyEnemies(); }
move(speed);
public void act() { checkKeyPress(); } /** * This will check to see if a key has been pressed. If the left arrow is pressed, the turret * will rotate counterclockwise. If the right arrow is pressed, the turret will turn clockwise. */ // add instance field public int rotation = 0; // the method public void checkKeyPress() { if (Greenfoot.isKeyDown("left") && rotation >-90) { turn(-5); rotation -= 5; } if (Greenfoot.isKeyDown("right") && rotation < 90) { turn(5); rotation += 5; } if(Greenfoot.isKeyDown("space")) { bullet bullet = new bullet(); bullet.setRotation(rotation); getWorld().addObject(bullet, getX(), getY()); } }
// add this instance field private boolean spaceDown; // replace lines 28 on with if (!spaceDown && Greenfoot.isKeyDown("space")) { spaceDown = true; bullet bullet = new bullet(); bullet.setRotation(rotation); getWorld().addObject(bullet, getX(), getY()); } if (spaceDown && !Geenfoot.isKeyDown("space")) spaceDown = false; }