in my libgdx tiles 2D jump and run game I want to create Bodies every second at the positin of my cannons, but as far as I am, only one cannon shoots every second. Can anyone help me how to fix this?
Heres where I create my cannons:
//create cannon bodies/fixtures
cannons = new Array<Cannon>();
for (MapObject object : map.getLayers().get(5).getObjects().getByType(RectangleMapObject.class)) {
recta = ((RectangleMapObject) object).getRectangle();
cannons.add(new Cannon(screen, recta.getX(), recta.getY()));
}
}
public float X() {
return recta.getX();
}
public float Y() {
return recta.getY();
}
Here I add canons( that works for every position) :
private Array<Bullet> bullets;
public Cannon(PlayScreen screen, float x, float y) {
super(screen, x, y);
setBounds(getX(), getY(), getWidth(), getHeight());
}
public Cannon() {
super();
}
@Override
protected void defineTrap() {
b2body = Body.addStatic(b2body, world, 0f, getX(), getY(), 32, x.CANNON_BIT, "cannon");
createBullet();
}
public void createBullet() {
bullets = new Array<Bullet>();
bullets.add(new Bullet(screen, getX(), getY()));
}
Here I add the first bullet(that waoks too for all cannons):
public Bullet(PlayScreen screen, float x, float y) {
super(screen, x, y);
setBounds(getX(), getY(), getWidth(), getHeight());
}
public Bullet() {
}
@Override
public void defineTrap() {
b2body = Body.addDynamic(b2body, world, 0f, getX(), getY(), 8, x.BULLET_BIT, "bullet");
b2body.setLinearVelocity(new Vector2(-1f, 0));
b2body.setGravityScale(0);
}
And here I want every cannon to shoot, but only one does (its my render mehtod):
if (TimeUtils.timeSinceNanos(startTime) > 1000000000) {
bullets = new Array<Bullet>();
bullets.add(new Bullet(this, creator.X(), creator.Y()));
startTime = TimeUtils.nanoTime();
}
I hope you can help me!
You should iterate through all cannons and call some method that can access the private field bullets
, I called it addBullet(Screen, float, float)
. You might to need to do something with creator
before addBullet()
as I'm unsure what you are doing with it.
if (TimeUtils.timeSinceNanos(startTime) > 1000000000) {
for(int i = 0; i < Cannons.size; i++) {
Cannon cannon = cannons.get(i);
cannon.addBullet(this, creator.X(), creator.Y());
}
startTime = TimeUtils.nanoTime();
}
Then create the addBullet method in the Cannon class.
public void addBullet(Screen screen, float x, float y) {
bullets.add(new Bullet(screen, x, y));
}
As far as I can tell there is no reason to reinitialize the bullet array every time as you have been doing. Just use pop();
or removeIndex(index);
to remove the array items that are no longer used. You could add some more methods to the Cannon class
public void removeLastBullet() {
bullets.pop();
}
public void removeBullet(int i) {
bullets.removeIndex(i);
}