I need to calculate accuracy in my java game. So far, I tried several methods however, everytime it either doesn't work or gives me an error "/ by zero". The initial value for bullets_shot is zero and the formula for accuracy is enemies_downed % bullets_shot. How can I bypass this error while getting an accurate read for accuracy? I tried doing a loop where it sets bullets_shot to 1 if it is 0 but it wouldn't give an accurate reading. Is there a way in which I can set a value in place for it until it has a value greater than 1 and if so how would I do so? Here are some code snippets. here is the full code: https://github.com/ms12r/Galaxy-Monkeys
In the tick method of the enemy class:
if(tempObject.getId() == ID.Bullet)
{
if(getBounds().intersects(tempObject.getBounds()))
{
hp -= 50;
bullets_hit += 1;
handler.removeObject(tempObject);
and in the mouseinput class
for (int i = 0; i < handler.object.size(); i++)
{
GameObject tempObject = handler.object.get(i);
if(tempObject.getId() == ID.Player)
{
handler.addObject(new Bullet(tempObject.getX()+16,
tempObject.getY()+24, ID.Bullet, handler, x, y, game));
bullets_shot += 1;
}
in the game class
System.out.println("GAME OVER");
System.out.println("Level Reached: " + game.level);
System.out.println("Accuracy: " + ((Enemy.bullets_hit + Gorilla.bullets_hit) % MouseInput.bullets_shot) + "%");
Game.INSTANCE.stop(); }
You could create a simple method called bulletAcuracy() like the following
public static double bulletAcuracy(int bulletHits, int totalBulletsFired)
{
if(totalBulletsFired == 0)
return 0;
return bulletHits/((double)totalBulletsFired);
}
Then call it in main like so
System.out.println("Accuracy: " + bulletAcuracy(Enemy.bullets_hit + Gorilla.bullets_hit, MouseInput.bullets_shot) + "%");