Reputation: 169
I need some help with the program that I'm currently working on. It is a plants vs zombies game and I Timer to keep adding the zombies.
Timer ZombieTimer = new Timer ();
TimerTask task = new TimerTask() { //for continuous arrival of zombies
public void run()
{
Random rand = new Random(); //puts a zombie in a random lane
int a = rand.nextInt(4);
int b=9;
Zombie z = new Zombie();
gardenField[a][b] = z;
System.out.println("New zombie in " + a + " tile " + b);
}
};
ZombieTimer.scheduleAtFixedRate(task, 1000, 8000); //new zombie every 8 seconds
Now after creating one Zombie object I would like to allow the zombie to move in the horizontal array that it belongs(moving closer to the plant). I am thinking of using Timer as well but I dont know if I should pass the entire array in the Zombie class. Any help? Thanks.
Upvotes: 1
Views: 326
Reputation: 725
I would use a ScheduledExecutorService instead of a Timer. Also, I would use a ExecutorService to have one thread in charge of moving the zombies.
for example like this:
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
public class ZombiesVsPlantsExample {
private static volatile Zombie[][] map = new Zombie[100][100]; // volatile not needed if you synchronize all access to the map. not only writes
public static void main(String[] args) {
ZombiesVsPlantsExample zombiesVsPlantsExample = new ZombiesVsPlantsExample();
zombiesVsPlantsExample.doTheWork();
}
private void doTheWork() {
ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(1); // this thread pool will be used to create zombies
ExecutorService executorService = Executors.newFixedThreadPool(1); // this thread pool will be used to move zombies
ZombieCreator zombieCreator = new ZombieCreator(map);
scheduler.scheduleAtFixedRate(zombieCreator, 2, 8, TimeUnit.SECONDS); // one new zombie every 8 seconds
executorService.submit(new ZombiesPositionProcessor(map));
}
}
class Zombie {
}
class ZombieCreator implements Runnable {
Zombie[][] map;
public ZombieCreator(Zombie[][] map) {
this.map = map;
}
@Override
public void run() {
Zombie zombie = new Zombie();
synchronized(map){
map[1][2] = zombie; // put new zombie in some random location in map
}
System.out.println("new zombie was created");
}
}
class ZombiesPositionProcessor implements Runnable {
Zombie[][] map;
public ZombiesPositionProcessor(Zombie[][] map) {
this.map = map;
}
@Override
public void run() {
while (true) {
// iterate map and move zombies one by one
System.out.println("moving one zombie");
}
}
}
Upvotes: 1
Reputation: 468
It is a matter of design. Should something manage the game entirely? Should the objects manage themselves?
Personally, I think your idea is a good approach self-managed objects can help reduce complexity as your game grows.
Upvotes: 0
Reputation: 490
You don't need to pass the array gardenField to the Zombie class.
If you have access to the gardenField somewhere it's just a matter of updating them all every x-time interval by looping over all zombies in the array and shifting their position right. Make a separate timer for this and it should work.
Upvotes: 2
Reputation: 2576
I think you are on the right path, but you have no need to pass the list to the timer. Inside the run() method of the task you should simply call a method updatePositions()
(that moves the zombies 1 step forward) that is defined in the outer class.
Upvotes: 2