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Enemy's despawn after being rendered (Java Game)
The Next CEO of Stack OverflowIs Java “pass-by-reference” or “pass-by-value”?How do I efficiently iterate over each entry in a Java Map?Does a finally block always get executed in Java?What is the difference between public, protected, package-private and private in Java?How do I read / convert an InputStream into a String in Java?When to use LinkedList over ArrayList in Java?How do I generate random integers within a specific range in Java?How do I determine whether an array contains a particular value in Java?How do I convert a String to an int in Java?Creating a memory leak with Java
I am spawning 60 enemy's over the course of 60 seconds, however when 1 enemy is rendered, the previous enemy is somehow removed and replaced with the next enemy. I can't work out why this is happening, the render method is being called every second in my game loop.
This is the Enemy class where i am trying to make it happen, Any help would be greatly appreciated
public class ZombieSwarm extends GameObject
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
int spawnedZombies = 0;
int zombieX, zombieY;
public ZombieSwarm(float x, float y, ID id, SpriteSheet ss)
super(x, y, id, ss);
Delay();
public void Delay()
timer.schedule(task, 0, 1000);
TimerTask task = new TimerTask()
public void run()
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0)
zombieX = 1000;
zombieY = 200;
if(result == 1)
zombieX = 100;
zombieY = 200;
if(result == 2)
zombieX = 100;
zombieY = 600;
if(result == 3)
zombieX = 1000;
zombieY = 600;
if(result == 4)
zombieX = 100;
zombieY = 900;
if(result == 5)
zombieX = 1000;
zombieY = 900;
zombies[spawnedZombies] = new Rectangle((int)zombieX, (int)zombieY, 32, 48);
spawnedZombies++;
if(spawnedZombies == zombies.length)
task.cancel();
;
public void tick()
public void render(Graphics g)
g.setColor(Color.YELLOW);
g.fillRect((int)zombieX, (int)zombieY, 32, 48);
public Rectangle getBounds()
return new Rectangle((int)zombieX, (int)zombieY, 32, 48);
java
add a comment |
I am spawning 60 enemy's over the course of 60 seconds, however when 1 enemy is rendered, the previous enemy is somehow removed and replaced with the next enemy. I can't work out why this is happening, the render method is being called every second in my game loop.
This is the Enemy class where i am trying to make it happen, Any help would be greatly appreciated
public class ZombieSwarm extends GameObject
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
int spawnedZombies = 0;
int zombieX, zombieY;
public ZombieSwarm(float x, float y, ID id, SpriteSheet ss)
super(x, y, id, ss);
Delay();
public void Delay()
timer.schedule(task, 0, 1000);
TimerTask task = new TimerTask()
public void run()
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0)
zombieX = 1000;
zombieY = 200;
if(result == 1)
zombieX = 100;
zombieY = 200;
if(result == 2)
zombieX = 100;
zombieY = 600;
if(result == 3)
zombieX = 1000;
zombieY = 600;
if(result == 4)
zombieX = 100;
zombieY = 900;
if(result == 5)
zombieX = 1000;
zombieY = 900;
zombies[spawnedZombies] = new Rectangle((int)zombieX, (int)zombieY, 32, 48);
spawnedZombies++;
if(spawnedZombies == zombies.length)
task.cancel();
;
public void tick()
public void render(Graphics g)
g.setColor(Color.YELLOW);
g.fillRect((int)zombieX, (int)zombieY, 32, 48);
public Rectangle getBounds()
return new Rectangle((int)zombieX, (int)zombieY, 32, 48);
java
Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51
add a comment |
I am spawning 60 enemy's over the course of 60 seconds, however when 1 enemy is rendered, the previous enemy is somehow removed and replaced with the next enemy. I can't work out why this is happening, the render method is being called every second in my game loop.
This is the Enemy class where i am trying to make it happen, Any help would be greatly appreciated
public class ZombieSwarm extends GameObject
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
int spawnedZombies = 0;
int zombieX, zombieY;
public ZombieSwarm(float x, float y, ID id, SpriteSheet ss)
super(x, y, id, ss);
Delay();
public void Delay()
timer.schedule(task, 0, 1000);
TimerTask task = new TimerTask()
public void run()
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0)
zombieX = 1000;
zombieY = 200;
if(result == 1)
zombieX = 100;
zombieY = 200;
if(result == 2)
zombieX = 100;
zombieY = 600;
if(result == 3)
zombieX = 1000;
zombieY = 600;
if(result == 4)
zombieX = 100;
zombieY = 900;
if(result == 5)
zombieX = 1000;
zombieY = 900;
zombies[spawnedZombies] = new Rectangle((int)zombieX, (int)zombieY, 32, 48);
spawnedZombies++;
if(spawnedZombies == zombies.length)
task.cancel();
;
public void tick()
public void render(Graphics g)
g.setColor(Color.YELLOW);
g.fillRect((int)zombieX, (int)zombieY, 32, 48);
public Rectangle getBounds()
return new Rectangle((int)zombieX, (int)zombieY, 32, 48);
java
I am spawning 60 enemy's over the course of 60 seconds, however when 1 enemy is rendered, the previous enemy is somehow removed and replaced with the next enemy. I can't work out why this is happening, the render method is being called every second in my game loop.
This is the Enemy class where i am trying to make it happen, Any help would be greatly appreciated
public class ZombieSwarm extends GameObject
Rectangle[] zombies = new Rectangle[60];
Timer timer = new Timer();
int spawnedZombies = 0;
int zombieX, zombieY;
public ZombieSwarm(float x, float y, ID id, SpriteSheet ss)
super(x, y, id, ss);
Delay();
public void Delay()
timer.schedule(task, 0, 1000);
TimerTask task = new TimerTask()
public void run()
Random rand = new Random();
int result = rand.nextInt(6);
if(result == 0)
zombieX = 1000;
zombieY = 200;
if(result == 1)
zombieX = 100;
zombieY = 200;
if(result == 2)
zombieX = 100;
zombieY = 600;
if(result == 3)
zombieX = 1000;
zombieY = 600;
if(result == 4)
zombieX = 100;
zombieY = 900;
if(result == 5)
zombieX = 1000;
zombieY = 900;
zombies[spawnedZombies] = new Rectangle((int)zombieX, (int)zombieY, 32, 48);
spawnedZombies++;
if(spawnedZombies == zombies.length)
task.cancel();
;
public void tick()
public void render(Graphics g)
g.setColor(Color.YELLOW);
g.fillRect((int)zombieX, (int)zombieY, 32, 48);
public Rectangle getBounds()
return new Rectangle((int)zombieX, (int)zombieY, 32, 48);
java
java
asked Mar 8 at 17:34
LukeLuke
23
23
Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51
add a comment |
Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51
Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51
add a comment |
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Perhaps you are rendering a single zombie in render function, you need to loop through your zombies and render them all?
– unlut
Mar 8 at 17:48
You've solved it all lol, thank you!
– Luke
Mar 8 at 17:51