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You are right, NOW I am seeing 1.1mb (I do not know where I saw the 1.1kb at, but I looked twice at it, to be sure!).
Just read up on working with BufferedImage and was wondering if you went that route. Well, you did not; you went the way I probably would have coded it. In fact it is very similar to code I wrote on an in-house project. Oh, BTW, the background file size is 1.1 kb (not mb).
What is happening is this, you have in the Bullet act() method two method calls, each which could remove the bullet from the world. If the first one removes the bullet, then there is no world to check location of it, or any other object. Probably best to check collision of bullet with invader in the invader class, and just check for worldedge in the bullet class.
I think Sunkist was having the same problem as Busch2207, and I had the same also. When the food is spawned at a location a snake segment happens to be, nothing happens when you pass back over the food (you are un-able to eat it).
Actually, instead of 'getWorld().getObjects(Class class)', what was used was 'getObjectsInRange(int range, Class class)' with a range of 1000. Everything else was pretty much on target, except used 'Math.toDegrees(...)' instead of '180 * (...) / Math.PI'.
A possible future update may include handling of removing items and suspending specific items. But for now, the order items are added determine the return value of that item (starting at 0).
Maybe it was level 5. Anyways, tried again, got to Level 38 Factors of 39, there were no zeros and no 39s on the board. Could use a score system (maybe by time with real timer [not act counter]) and deductions for wrong clicks, and then a game over screen after level 38. Also make sure there is always at least one factor per level.
I meant it would NOT continue past Level 1: factors of: 6.
Does it only go up to factors of six? It would continue past that Level 1: factors of: 6.