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  Taking Damage  (Read 1371 times)
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Offline rolledback

Junior Member


Projects: 1



« Posted 2012-02-21 06:06:39 »

Any suggestions on fair ways to calculate damage that isn't too complicated? At the moment I'm using:

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public void damaged(int amount) {
   Random random = new Random();
   double damage;
   int maxDef = defense + getDefBonus();
   double percMinus = random.nextInt(maxDef - (maxDef / 2)) + (maxDef / 2);
   damage = amount - Math.ceil(amount * (percMinus / 100));
   hp -= (int)damage;
   alive = hp > 0;
}
Offline ReBirth
« Reply #1 - Posted 2012-02-21 06:27:28 »

Well, if that's how your game's damage calculation then nothing is wrong.

Offline ra4king

JGO Kernel


Medals: 345
Projects: 3
Exp: 5 years


I'm the King!


« Reply #2 - Posted 2012-02-21 12:19:32 »

Don't create a Random object each time, store it and reuse it. Smiley

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