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Enemy Movement
By student1, with 5 replies.
Last reply by student1, over 8 years ago:
Asenoju, it works perfectly and just what i was looking for thank you
Subclasses
By Lavenger, with 6 replies.
Last reply by danpost, over 8 years ago:
Lavenger wrote...
just thought that it would be nice to see it organized xD it's slightly bugging me , thats just all ahhaha{/quote] You can subclass for that -- like have a superclass for MiniGame, Players and such for categorizing or grouping. Just name them in such a way as all subclasses belong to the group or category (that objects created from subclasses are of said type).
danpost wrote...
<Code Omitted>Do one thing if true -- or do something different if
else
.
:o that's if the actor is going to be in multiple worlds right?
Yeah
How to temporarily stop a method.
By Steve9719, with 2 replies.
Last reply by Steve9719, over 8 years ago:
It works now. Thanks danpost!
Is there a way to center the text?
By Recorsi, with 4 replies.
Last reply by Recorsi, over 8 years ago:
Okay, nevermind i fixed it like this now:
Need help with removing objects when method is called
By Recorsi, with 4 replies.
Last reply by Recorsi, over 8 years ago:
Vercility wrote...
Could've used an int to count the amount of missiles and then use a method that launches either of those depending on int value
Hm you're right, maybe i will redo it some time.
Need help with shooting things
By Xonthrias, with 4 replies.
Last reply by Xonthrias, over 8 years ago:
Works now ty very much :)
Setting a Variable to a Parameter??
By Steve9719, with 4 replies.
Last reply by Steve9719, over 8 years ago:
It works perfectly, thanks guys!
"Minigame" Event
By Lavenger, with 17 replies.
Last reply by Lavenger, over 8 years ago:
Vercility wrote...
An instance of a class is a specific object that u created The class is like a blueprint, the objects u create via constructor are instances
Vercility wrote...
An instance of a class is a specific object that u created The class is like a blueprint, the objects u create via constructor are instances
oh... i see, thanks ^^
Minute Timer
By Lavenger, with 32 replies.
Last reply by Lavenger, over 8 years ago:
danpost wrote...
In line 9, 4 should be 5 and in line 50, the right side needs multiplied by 3300.
thankns ^^ its working now, guess i need to check even more carefully hahaha ^^"
transparent background
By Miguel.Valdez, with 4 replies.
Last reply by danpost, over 8 years ago:
Yehuda wrote...
You were able to post even before "this post was reviewed".
Enough with the semantics battles. You now right well Migue.Valez meant "that post was reviewed" (referring to the original post with the link in it).
can someone help me with with the error actor not in world?
By enrico1101, with 5 replies.
Last reply by danpost, over 8 years ago:
enrico1101 wrote...
do i need to use: if (getOneIntersectingObject(spaceShip.class) != null) ???
The answer is "No". As Yehuda pointed out, you can use what he gave; however, either is fine. Yehuda's way is easier to code while your way uses slightly less stack space and CPU time (a very insignificant savings -- really). This is because the
isTouching
method basically performs the exact operation that was originally asked about. That is, it returns the boolean value precisely of:
getOneIntersectingObject(spaceShip.class) != null
Shooting Answers
By Ectomorph, with 1 reply.
Replied to by danpost, over 8 years ago:
Ectomorph wrote...
how is the best way to get my question to print each time along with three answers that are able to be chosen by shooting them?
Use actors to display the question and answers. You will only need one subclass of Actor to create all these actors and you only need one field in your World subclass to hold the correct answer (well, the actor at which the player shoots at that refers to or contains the correct answer). A benefit of using just one class is that all of the actors for the QnA part can be removed with a single command.
Random Generator
By Lavenger, with 4 replies.
Last reply by Lavenger, over 8 years ago:
alright, thanks ^^
Two Problems
By Hellster, with 4 replies.
Last reply by danpost, over 8 years ago:
The
getOneObjectAtOffset
method looks for other objects that might be intersecting the bullet. You can just use the
this
keyword to refer to the acting bullet. Also, your
isAtEdge
method only checks for two edges (right and bottom); however, the
Actor
class already provides an
isAtEdge
method -- you do not need to write one out yourself. The following would be sufficient for what you gave above: <Code Omitted>
Actor object only allowed to move within certain x and y axis parameters
By fame346, with 2 replies.
Last reply by fame346, over 8 years ago:
Got it! I was actually able to figure it out a few hours after this post. Thank you very much!
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