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The source code is released under:
GNU General Public License
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package com.adsg0186.shapemergency.testgame1.config; /*from w w w. j a v a2 s . com*/ import com.adsg0186.shapemergency.testgame1.BonusFactory; import com.adsg0186.shapemergency.testgame1.TargetUtils; import com.github.adsgray.gdxtry1.engine.velocity.BlobVelocity; import com.github.adsgray.gdxtry1.engine.velocity.VelocityIF; public class EasyGameConfig extends BaseGameConfig implements GameConfigIF { public EasyGameConfig() { super(); // now override some values: difficultyLevel = 0; // Easy numEnemies = 4; initialShields = 2; initialHitPoints = 75; bossScoreIncrement = 1000000000; // never? James doesn't like Bosses. bonusDropperChance = 5; bonusDeathChance = 100; bonusDropperBossPointDiff = bossScoreIncrement; // so always? damageDefender = true; // can't make it *too* easy bossFireRate = 2; bonusDropSpeed = -9; // make them drop slower bonusDropperLifeTime = 1000; shieldLifeTime = 500; shieldsUpOverride = true; // no limits on deploying shields defaultEnemyFireLoop = TargetUtils.fireAtDefenderLoop(2000, TargetUtils.targetMissileSource, 1); angryEnemyFireLoop = TargetUtils.fireAtDefenderLoop(500, TargetUtils.angryTargetMissileSource, 1); defaultEnemyBombVel = new BlobVelocity(0, -10); } protected void initBonuses() { bonuses.add(BonusFactory.get().scoreBonus(15)); bonuses.add(BonusFactory.get().hitPointBonus(10)); bonuses.add(BonusFactory.get().shieldBonus(2)); } @Override public VelocityIF angryEnemyBombVel() { return new BlobVelocity(0,-15); } }