After you create a new attack object (in the four blocks in you Map class that check for the 'q', 'e', 'u' and 'o' keys), add a line similar to this:
at1.map = this; or at2.map = this;
Currently, only the 'o' key will decrease healthpoints as you only check for damage in the 'o' key detection block.
Couple things of note. The first one is that you are creating more and more stars without ever removing any from the world. You may notice that the speed of the scenario slows down the longer you run it. Eventually you will throw an exception if run long enough. The other thing is that if you watch the behavior, you will notice that the once along the 90 degrees lines are the slowest ones; the ones at 45 degrees are a bit faster; and the others are even faster. This coorelation is due to the speeds that they are going. Also, the slower ones will, by design, be closer to each other than the faster ones; so, the 'line' they form is more prominent for that reason also.
Actually, there are two reason for so many along the cardinal directions. Take a look at my Radial Graphs scenario and check out what happens with different distances (speeds) using both 'move(int)' and 'setLocation(int, int)'. It is:
http://www.greenfoot.org/scenarios/6928
@Dalvengyr, I spent some time looking for a scenario a know had a 'True type font' file in a 'fonts' folder within the scenario folder. It also had a FontLoader class with it. I was hoping to share that with you, but was having trouble finding that scenario on the site (it may have been removed).
2014/12/14
Baby-War
2014/12/14
Baby-War
2014/12/13
Starfield
2014/12/13
Glowing Walls Maze Demo
2014/12/13
Starfield
2014/12/13
Starfield
2014/12/13
Starfield
2014/12/13
Starfield
2014/12/4
TextImage Support Class