private void spawnRandomers() { for (int i = 0; i < randomN; i++) { float x = (float) Math.random() * width; float y = (float) Math.random() * height; float r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - x, 2)); while (r < distanceLimit) { x = (float) Math.random() * width; y = (float) Math.random() * height; r = (float) Math.sqrt( Math.pow(((Player) players.get(0)).getX() - x, 2) + Math.pow(((Player) players.get(0)).getY() - y, 2)); } enemies.add(new EnemyTypes.Random(x, y, 0.5f, borders)); } spawnRandomersB = false; }
private void spawnBomb() { float x, y; for (int i = 0; i < bombN; i++) { if (Math.random() > .5) { // top/bottom y = (Math.random() > .5) ? borders[1] : borders[3]; x = (float) Math.random() * borders[2] - borders[0]; // width } else { x = (Math.random() > .5) ? borders[0] : borders[2]; y = (float) Math.random() * borders[3] - borders[1]; // height } enemies.add(new EnemyTypes.Bomb(x, y, 1f, borders, scbInstance)); } }
private void levelSetup() { reset(); switch (level) { case 1: distance = 600; monsterN = 0; randomN = 0; rainN = 30; defaultDistance = 600; timeLast = 10000; spawnCircleB = true; break; case 2: distance = 600; monsterN = 0; randomN = 30; rainN = 30; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; case 3: distance = 600; monsterN = 30; randomN = 0; rainN = 0; defaultDistance = 600; timeLast += 10000; spawnCircleB = true; break; default: distance = (float) (Math.random() * 200 + 400 - level * 5); monsterN = (int) (Math.random() * 25 + 10 + level); randomN = (int) (Math.random() * 25 + 10 + level); rainN = (int) (Math.random() * 10 + 10 + level); defaultDistance = distance; timeLast += 5000 + level * 1000; spawnCircleB = true; } monsterN *= monsterMultiplier; randomN *= monsterMultiplier; spawnMonsterB = true; spawnRandomersB = true; spawnIncrease = true; spawnRainB = true; }
private void spawnCircles() { if (circular) { for (int i = 0; i < ballN; i++) { double degree = Math.random() * 2 * Math.PI; float x = ((Player) players.get(0)).getX() + distance * (float) Math.sin(degree * i); float y = ((Player) players.get(0)).getY() + distance * (float) Math.cos(degree * i); enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } else { for (int i = 1; i < (ballN / 2); i++) { float x = (i * 2 * width) / (ballN); float y = 0; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } for (int i = (ballN / 2) + 1; i < ballN; i++) { float x = ((i - ballN / 2) * 2 * width) / ballN; float y = height; enemies.add(new EnemyTypes.Circle(x, y, invSpeed)); } } spawnIncrease = false; }