I'm programming my own version of "FlappyBird", but I stumbled upon some problems.
I have four different textures (towers), which should have a random height (with a specified range), but the problems I'm facing are:
- If I generate the random numbers outside my
drawTowers()
method, then then all towers have different heights, but the height does not change - If I generate the random numbers inside my
drawTowers()
method, then a lot of towers with different height are shown while changing every millisecond
Here is my drawTowers()
method:
Random r = new Random();
int low = 0;
int high = 25;
int result1 = r.nextInt(high-low) + low;
int result2 = r.nextInt(high-low) + low;
int result3 = r.nextInt(high-low) + low;
int result4 = r.nextInt(high-low) + low;
private void drawTowers() {
batcher.draw(AssetLoader.texture1, tower1.getX(), tower1.getY() + tower1.getHeight() - result1,
tower1.getWidth(), midPointY - (tower1.getHeight()));
batcher.draw(AssetLoader.texture2, tower2.getX(), tower2.getY() + tower2.getHeight() - result2,
tower2.getWidth(), midPointY - (tower2.getHeight()));
batcher.draw(AssetLoader.texture3, tower3.getX(), tower3.getY() + tower3.getHeight() - result3,
tower3.getWidth(), midPointY - (tower3.getHeight()));
batcher.draw(AssetLoader.texture4, tower4.getX(), tower4.getY() + tower4.getHeight() - result4,
tower4.getWidth(), midPointY - (tower4.getHeight()));
}
I also have the same problem for the gap between two towers. I want the gap to have a random range (with specified minimum and maximum). So I used two classes: A ScrollHandler
and a Scrollable
.
This is what my ScrollHandler
class looks like:
public class ScrollHandler {
private Tower tower1, tower2, tower3, tower4;
public static final int SCROLL_SPEED = -59;
Random r = new Random();
int low = 90;
int high = 110;
int result = r.nextInt(high-low) + low;
public final int TOWER_GAP = result;
public ScrollHandler(float yPos) {
tower1 = new Tower(210, 0, 25, 0, SCROLL_SPEED);
tower2 = new Tower(tower1.getTailX() + TOWER_GAP, 0, 25, 0, SCROLL_SPEED);
tower3 = new Tower(tower2.getTailX() + TOWER_GAP, 0, 25, 0, SCROLL_SPEED);
tower4 = new Tower(tower3.getTailX() + TOWER_GAP, 0, 25, 0, SCROLL_SPEED);
}
public void update(float delta) {
// Update our objects
tower1.update(delta);
tower2.update(delta);
tower3.update(delta);
tower4.update(delta);
// Check if any of the pipes are scrolled left,
// and reset accordingly
if (tower1.isScrolledLeft()) {
tower1.reset(tower4.getTailX() + TOWER_GAP);
} else if (tower2.isScrolledLeft()) {
tower2.reset(tower1.getTailX() + TOWER_GAP);
} else if (tower3.isScrolledLeft()) {
tower3.reset(tower2.getTailX() + TOWER_GAP);
} else if (tower4.isScrolledLeft()) {
tower4.reset(tower3.getTailX() + TOWER_GAP);
}
}
}
And here is my Scrollable
class:
public class Scrollable {
protected Vector2 position;
protected Vector2 velocity;
protected int width;
protected int height;
protected boolean isScrolledLeft;
public Scrollable(float x, float y, int width, int height, float scrollSpeed) {
position = new Vector2(x, y);
velocity = new Vector2(scrollSpeed, 0);
this.width = width;
this.height = height;
isScrolledLeft = false;
}
public void update(float delta) {
position.add(velocity.cpy().scl(delta));
// If the Scrollable object is no longer visible:
if (position.x + width < 0) {
isScrolledLeft = true;
}
}
// Reset: Should Override in subclass for more specific behavior.
public void reset(float newX) {
position.x = newX;
isScrolledLeft = false;
}
public boolean isScrolledLeft() {
return isScrolledLeft;
}
public float getTailX() {
return position.x + width;
}
public float getX() {
return position.x;
}
public float getY() {
return position.y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
I don't know what exactly I have to change to get a random height and random gap every time it appears again. Maybe I have to work with the texture itself? Thanks in advance!
texture1 = new Texture("png/turm_gryffindor.png");
gryffindor = new TextureRegion(texture1, 136, 16, 15, 1);
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