if(numOfMonsters == 0 && link.getRectangle().intersects(rectangle))
{
numOfMonsters = 9;
for(int i = 0; i < numOfMonsters;i++)
{
Pig pig = new Pig(getWidth() - (getWidth() * widthData[i]),getHeight() - (getHeight() * heightData[i]));
pig.setBehaviorCounter(behaviorData[i]);
monsterList.add(pig);
}
}
How to handle monster respawn in a RPG
I'd just generate the monsters ahead of time. You could do it on entry to the previous room by just making a separate thread to create them. You can also use any other method, but I'm guessing that one has the least impact on your code. This is how to hide 1 second of code, and it's the only advice I can give since I do not know if 1 second of computation is reasonable for your monster generation or not.
If you're sure your monster generation code is simple enough it shouldn't take that long and you're wanting someone to point out where it's getting stuck, you should provide complete code illustrating the problem.
Why not have a boolean in your monsters telling you if it's dead, and draw/update them only if they're not?
When your hero returns into the room, just iterate the monsters in that room/scene and set the flag to true, and modify their positions if appropriate.
That way you avoid the creation of the monsters if the room always contains the same kind and number of monsters.
Why not have a boolean in your monsters telling you if it's dead, and draw/update them only if they're not?
When your hero returns into the room, just iterate the monsters in that room/scene and set the flag to true, and modify their positions if appropriate.
That way you avoid the creation of the monsters if the room always contains the same kind and number of monsters.
Great tip! Works like a wonder!
Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'(tm) things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)
Delay it (same proximity code used to send the NPC charging at the player...), have a range of incoming positions (enuf to have some out of sight) .
Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'(tm) things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)
Delay it (same proximity code used to send the NPC charging at the player...), have a range of incoming positions (enuf to have some out of sight) .
I will bear in mind about that if I ever work on an MMO. I never seen a spawn on top of a player before. Haha.
Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'(tm) things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)
This seems quite subjective and ultimately depends. In some situations, players far exceed the content's difficulty and in many MMOs, there are usually designated places in varying zones where mobs respawn close together and in quick succession to aid farmers in collecting whatever materials they're after. There is nothing inheritently wrong with this philosophy other than for some, it goes against perhaps emersion into the RPG. But if you're farming, I highly doubt emersion is at the top of your list :P.