Recently, I've been using Greenfoot, and I wanted to make a simple top-down/bullet-hell shooter. Everything was going smoothly until I tried some of the movement. It's simple enough with good old "arrow keys to move, space to shoot", but the problems show up when I try to move diagonally up-left or down-right and shoot at the same time. I can only do one at a time. I noticed that the directions are related by their location in the else-if calls, but that got me no where. I've also tried moving the code around, replacing the fire() call in act; with the if check entirely, but nothing has changed it.
import greenfoot.*;
/**
* Write a description of class PlayerShip here.
*
* @author (your name)
* @version (a version number or a date)
*/
public class PlayerShip extends SmoothMover
{
private int stepSize = 4;
private boolean tiltLeft = false;
private boolean tiltRight = false;
private int tiltFrame = 1;
private int flameFrame = 0;
private final int COOLDOWN = 20;
private int armsCool = 0;
public PlayerShip()
{
}
/**
* Act - do whatever the PlayerShip wants to do. This method is called whenever
* the 'Act' or 'Run' button gets pressed in the environment.
*/
public void act()
{
setImage();
if(Greenfoot.isKeyDown("left") && Greenfoot.isKeyDown("right"))
{
tiltFrame = 1;
}
move();
fire();
armsCool ++;
}
public void setImage()
{
if(Greenfoot.isKeyDown("up"))
{
setLocation(getX(), getY() - stepSize - 2);
}
else if(Greenfoot.isKeyDown("down"))
{
setLocation(getX(), getY() + stepSize + 2);
}
if (Greenfoot.isKeyDown("left")) {
setLocation(getX() - stepSize, getY());
tiltLeft = true;
if(tiltFrame == 1)
{
setImage("LeftTilt1.png");
tiltFrame ++;
}
else if(tiltFrame == 2)
{
setImage("LeftTilt2.png");
tiltFrame++;
}
else if(tiltFrame == 3)
{
setImage("LeftTilt3.png");
tiltFrame++;
}
else
{
if(flameFrame == 1)
{
setImage("LeftTilt.png");
flameFrame --;
}
else
{
setImage("LeftTiltAlt.png");
flameFrame ++;
}
}
}
else if (Greenfoot.isKeyDown("right")) {
setLocation(getX() + stepSize,getY());
tiltRight = true;
if(tiltFrame == 1)
{
setImage("RightTilt1.png");
tiltFrame ++;
}
else if(tiltFrame == 2)
{
setImage("RightTilt2.png");
tiltFrame++;
}
else if(tiltFrame == 3)
{
setImage("RightTilt3.png");
tiltFrame++;
}
else
{
if(flameFrame == 1)
{
setImage("RightTilt.png");
flameFrame --;
}
else
{
setImage("RightTiltAlt.png");
flameFrame ++;
}
}
}
else
{
tiltFrame = 1;
tiltLeft = false;
tiltRight = false;
if(flameFrame == 1)
{
setImage("PlayerShip2.png");
flameFrame --;
}
else
{
setImage("PlayerShip.png");
flameFrame ++;
}
}
}
private void fire()
{
if(Greenfoot.isKeyDown("space") && (armsCool >= COOLDOWN))
{
getWorld().addObject(new PlayerBasicBullet(new Vector(12, 5), 251), this.getX(), this.getY());
Battleground.bulletsOnScreen ++;
armsCool = 0;
}
}
}
The move(); method and Vector class are separate and just for smoother movement. I can provide those too, but there shouldn't be anything in there that messes with the controls.