7/2/2023 0 Comments Greenfoot world api![]() ![]() Note that when you call a static method the syntax is thodName(args). Look in the API at the Greenfoot class for methods that will allow you to generate random numbers. Make the person walk randomly around the screen as part of the act method. include this sort of method in Level1: public void changeLevel()įor (Clover c : getObjects(Clover.1. Java is a very rich language that opens the whole world of programming. You can do this by going through all the actors of the type you are interested in, and removing them from the existing world and adding them to the new world. Installing Greenfoot Greenfoot API Collision detection Some Java details. Which actor method is used to detect a simple collision Mark for Review (1) PointsisTouching () () isCollision ()isInContactWith ()hasCollided () hasTouched () 2. I don't want to make this answer too long, but hopefully that gives the general idea: have a shared parent world class which both level classes inherit from (using extends), and then both level classes can call methods from the shared parent.Įdit: sorry, I think I just understood more clearly that you also want to transfer the actors between the worlds when switching level. Mark for Review(1) Points Evaluate the class Evaluate the condition ()Execute the if statement Execute the else statement. Then you have two level classes, each of which extends DoggieWorld (not just plain World), allowing you to call the spawnClovers method from each: class Level1 extends DoggieWorld If (Greenfoot.getRandomNumber(1000) < speed)ĪddObject(new Clover(), Greenfoot.getRandomNumber(getWidth()), 0) So you might have: class DoggieWorld extends World they both spawn clovers) then you probably want a shared parent class. ![]() If you want to share code between your levels (e.g. They will both appear directly beneath World in the class diagram. So you might have: class Level1 extends World In Greenfoot, levels are usually implemented by having different worlds. SetLocation (getX() + animationSpeed, getY()) SetLocation (getX() - animationSpeed, getY()) ![]() Integers that help control the speed of movement and animationįor (int imageCounter = 0 imageCounter runningRight.length - 1)Ĭ = (Clover)getOneIntersectingObject(Clover.class) Ĭ1 = (SpecialTreat1)getOneIntersectingObject(SpecialTreat1.class) Ĭ2 = (SpecialTreat2)getOneIntersectingObject(SpecialTreat2.class) Declare Greenfoot images for standing still facing left and right Declare arrays of Greenfoot images for animation import greenfoot.* // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) How am I supposed to do that? In other words, I can't seem to transfer the same things from GameWorld to Level1, which includes the clovers, candies, and score board, when a certain condition is met (i.e., a specific number of points is reached)? FYI: I've used a separate actor for the score board (hope this helps.). However, the thing is that I want to create multiple levels, and that I kind of want what I have for the first world (named GameWorld) to appear in level 1, which is in a different world. The error marker might be really small at the end of the source. ![]() What this game basically does is that the actor, Doggie, will try his best to catch the clovers and special treats that seems to be falling from the trees by running back and forth across the screen (through the user's left and right arrow keyboard input, of course). 1 If this is the complete source, you need to add a final curly brace to close the class definition of Rover. For a Greenfoot final class project, I decided to make a game called "Doggie the Super Catcher". ![]()
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