Reputation: 41
I try to do my own version of "fruit ninja" for training based on this version : https://github.com/emmaguy/FruitNinja
I have done some minor changes. What I want to do is to affect different scores to the object in the "enum" in fruittype
.
So, I add this function (in the aim to retrieve the current random value):
public static int currentrandom() {
return random.nextInt(FruitType2.values().length );
}
and I add,
if (FruitType2.currentrandom()<=9) {
score++;
} else {
score=score-5;
}
at the end of FruitProjectileManager.
Complete code for FruitProjectileManager:
public class FruitProjectileManager02 implements ProjectileManager {
private final Random random2 = new Random();
private final List<Projectile> fruitProjectiles =
new ArrayList<Projectile>();
private final SparseArray<Bitmap> bitmapCache;
private Region clip;
private int maxWidth;
private int maxHeight;
private String FruitTypen = "FruitType2";
public FruitProjectileManager02(Resources r) {
bitmapCache = new SparseArray<Bitmap>(FruitType2.values().length);
for (FruitType2 t : FruitType2.values()) {
bitmapCache.put(t.getResourceId(), BitmapFactory.decodeResource(r, t.getResourceId(), new Options()));
}
}
public void draw(Canvas canvas) {
for (Projectile f : fruitProjectiles) {
f.draw(canvas);
}
}
public void update() {
if (maxWidth < 0 || maxHeight < 0) {
return;
}
if (random2.nextInt(1000) < 30) {
fruitProjectiles.add(createNewFruitProjectile());
}
for (Iterator<Projectile> iter = fruitProjectiles.iterator(); iter.hasNext(); ) {
Projectile f = iter.next();
f.move();
if (f.hasMovedOffScreen()) {
iter.remove();
}
}
}
private FruitProjectile02 createNewFruitProjectile() {
int angle = random2.nextInt(20) + 70;
int speed = random2.nextInt(30) + 120;
boolean rightToLeft = random2.nextBoolean();
float gravity = random2.nextInt(6) + 8.0f;
float rotationStartingAngle = random2.nextInt(360);
float rotationIncrement = random2.nextInt(100) / 3.0f;
if (random2.nextInt(1) % 2 == 0) {
rotationIncrement *= -1;
}
return new FruitProjectile02(bitmapCache.get(FruitType2.randomFruit().getResourceId()), maxWidth, maxHeight,
angle, speed, gravity, rightToLeft, rotationIncrement, rotationStartingAngle);
}
public void setWidthAndHeight(int width, int height) {
this.maxWidth = width;
this.maxHeight = height;
this.clip = new Region(0, 0, width, height);
}
@Override
public int testForCollisions(List<TimedPath> allPaths) {
int score = 0;
for (TimedPath p : allPaths) {
for (Projectile f : fruitProjectiles) {
if (!f.isAlive())
continue;
Region projectile = new Region(f.getLocation());
Region path = new Region();
path.setPath(p, clip);
if (!projectile.quickReject(path) && projectile.op(path, Region.Op.INTERSECT)) {
if (FruitType2.currentrandom() <= 9) {
score++;
} else {
score = score - 5;
}
f.kill();
}
}
}
return score;
}
}
Complete code for FruitType:
public enum FruitType2 {
T02(R.drawable.n002),
T04(R.drawable.n004),
T06(R.drawable.n006),
T08(R.drawable.n008),
T10(R.drawable.n010),
T12(R.drawable.n012),
T14(R.drawable.n014),
T16(R.drawable.n016),
T18(R.drawable.n018),
T20(R.drawable.n020),
OTHER1(R.drawable.n003),
OTHER2(R.drawable.n007),
OTHER3(R.drawable.n011);
private final int resourceId;
private FruitType2(int resourceId) {
this.resourceId = resourceId;
}
public int getResourceId() {
return resourceId;
}
private static final Random random = new Random();
public static int currentrandom() {
return random.nextInt(FruitType2.values().length);
}
public static FruitType2 randomFruit() {
return FruitType2.values()[random.nextInt(FruitType2.values().length)];
}
}
I understand the problem , the current random(when the fruit is generated) is not the same that the random when the fruit is sliced and my question is how to solve this problem. I get no idea so if you have some clues, I am interested.
Thank you in advance.
Upvotes: 3
Views: 78
Reputation: 417
Perhaps i don't understand the problem, but why don't you store the random number in a variable? Later you can take the random number out of the variable.
Upvotes: 1