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Home/ Questions/Q 7975439
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T08:38:16+00:00 2026-06-04T08:38:16+00:00

I am developing an Android game in java where I will have a sprite

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I am developing an Android game in java where I will have a sprite that follows the user’s finger and is supposed to fire a bullet every second. In other words, I am trying to attach a bitmap that moves up every second. The bitmap starts at the x and y coordinates of the main character sprite. I can’t get it to draw more than one missile at a time, and I have run out of ideas of how to do so. I have tried so many things, and I really could use some help.

By the way, my Main Game Panel class extends a surfaceView and implements a SurfaceHolder.Callback:

public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback{

Thanks!

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  1. Editorial Team
    Editorial Team
    2026-06-04T08:38:17+00:00Added an answer on June 4, 2026 at 8:38 am

    As far as I understand you want to have the ability to shoot more than 1 bullet at a time? You can use a Vector or Array to do this. With an Array you can set a default amount of visible bullets and in a Vector you could have as mant bullets that your finger is capable of producing.

    Here’s my code that I use to generate lasers (I store the values in an Array).

    public void updatePlayerLaser(boolean shootLaser) {
            // Check if a new Laser should be created
            if(shootLaser == true) {
                if(timeLastCreatedLaser + 100 < System.currentTimeMillis()) {
                    timeLastCreatedLaser = System.currentTimeMillis();
                    boolean createdNewLaser = false;
                    for(int i = 0; i < this.amountOfVisibleLasers; i++) {
                        if(createdNewLaser == false) {
                            if(holderLaser[i].isDisposed()) {
                                this.generateNewLaser(i);
                                createdNewLaser = true;
    
                            }
                        }
                    }
                }
            }
    
            // Update all the other Lasers
            for(int i = 0; i < this.amountOfVisibleLasers; i++) {
                if(holderLaser[i].isDisposed() == false) {
                    holderLaser[i].update();
                }
    
            }
    
        }
    

    Disposed in this contexts means that the laser is dead, thus making space for a new laser to take the old lasers spot.

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