in enemy bullet class i am creating two different kind of bullets. 'animationFire' and animationFire2.
Enemy Bullet class
public void paint(Graphics g)
{
g.drawImage(animationFire.getSprite(), (int)(x),(int)(y), width, height, null);
g.drawImage(animationFire2.getSprite(), (int)(x),(int)(y-30), width, height, null);
g.drawImage(animationFire2.getSprite(), (int)(x),(int)(y+35), width, height, null);
}
In Enemy Class i am shooting the bullets. i am doing this by creating bullet and storing in arraylist.
i also have a counter1 so than enemy shoots a bullet than wait lil while than shoot again. and so on...
so counter1 is the time between when enemy shoots bullets.
Enemy Class
...counter1 = 100; ...
public void enemyBossShootBullet(EnemyBullet enemyBullet, ArrayList<EnemyBullet> enemyBulletStore)
{
this.counter1--; //dec counter by 1
if(this.counter1 <= 0 && !this.shooting) //when it reach 0 than create bullet
{
enemyBullet = new EnemyBullet(x, y+(height/2)-10); //create enemy bullet
enemyBulletStore.add(enemyBullet); //store in arraylist
this.shooting = true; //dont come in this statment if stooting is false
this.counter1 = 100; //dont come in this statment if counter1 is 0
}
if(this.counter1 != 0) //if counter is not 0 than set shooting to false
{
this.shooting= false;
}
}
right now what happens is that enemy shoots 3 bullet and time between bullets shoot is same.(which is counter1). any idea how can i do it so that time between bullet1 is more. and time between bullet2,3 is less.
ex counter1 = 100; for bullet1 so that there is more time between.
counter2 = 30; for bullet2,3 so that there is less time between.