Game Development Reference
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set allowing us to do X positioning. We will set the randomLocation variable equal to
the randomNum.nextInt(attackBoundary) logic, which used to be inside of the
.setTranslateY() method call, and add 5 to this variable, to create the randomOffset
variable data value. The new Java structure for these methods is error-free, as shown in
Figure 17-41 , and should look like the following Java code:
int spriteMoveR, spriteMoveL, destination;
int randomLocation , randomOffset , bulletRange,
bulletOffset;
public void update() {
if(callAttack) {
if(attackCounter >= attackFrequency) {
attackCounter=0;
spriteMoveR = 700;
spriteMoveL = -70;
randomLocation =
randomNum.nextInt(attackBoundary) ;
spriteFrame.setTranslateY( randomLocation );
randomOffset = randomLocation + 5 ;
callAttack = true;
} else { attackCounter+=1; }
} else {
initiateAttack(); }
}
 
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