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The source code is released under:
MIT License
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package pt.up.fe.lpoo.towerdefense; //from w w w. ja v a 2 s. c o m import java.util.ArrayList; import pt.up.fe.lpoo.framework.Image; /** * This class represents the Barricade defense object. It blocks enemy's paths, making them either go around it * when possible, or attack it. * @author Joao Marinheiro * @author Luis Cleto * @see DefenseObject */ public class BarricadeDefense extends DefenseObject{ private static final int BARRICADE_HP = 100; private static final float RELOAD_TIME = 2f; private static final double BARRICADE_RADIUS = 0.0; /** Cost of building a barricade defense */ public static final int BARRICADE_COST = 20; /** * Constructor for the BarricadeDefense class. Calls the constructor for the DefenseObject class * @param xPos position of the defense in the x axis of the game map * @param yPos position of the defense in the y axis of the game map */ public BarricadeDefense(int xPos, int yPos){ super(RELOAD_TIME, BARRICADE_HP, xPos, yPos, BARRICADE_RADIUS); } @Override protected void attack(ArrayList<Enemy> enemies) { foundEnemies = true; } /** * Returns the current Image to represent the tar pool. * * @return returns the Image object corresponding the current image of the tar pool */ @Override public Image getCurrentImage() { return Assets.barricade; } /** * Indicates whether this defense object can be upgraded or not * * @return returns true if it can be upgraded, false otherwise */ @Override public boolean isUpgradable() { return false; } /** * Returns the cost to upgrade the defense * * @return returns the necessary credit to upgrade this defense */ @Override public int getUpgradeCost() { return 0; } /** * Merely a stub since this defense can not be upgraded yet */ @Override public void upgrade() { } /** * Returns the cost to build this defense */ @Override public int getCost() { return BARRICADE_COST; } /** * Indicates whether this defense will block an enemies path or not * * @return returns false if enemies cant walk across this defense, true otherwise */ @Override public boolean isCrossable() { return false; } /** * Indicates whether this defense is part of the ground terrain or if it has a height (for visibility purposes) * * @return returns true if the defense is at ground level, false otherwise */ @Override public boolean isGroundObject() { return false; } /** * @return returns the cost required to repair the defense */ @Override public int getRepairCost() { return BARRICADE_HP-hitpoints; } }