Back to project page feup-lpoo-android-tower-defense.
The source code is released under:
MIT License
If you think the Android project feup-lpoo-android-tower-defense listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
package pt.up.fe.lpoo.towerdefense; /*w ww. j a v a 2 s .com*/ import java.util.ArrayList; import pt.up.fe.lpoo.framework.Image; /** * This class represents the boulder tower defense object. It shoots large, heavy projectiles at a low rate * of fire to enemies within a large radius. It targets enemies closer to their goal first. * @author Joao Marinheiro * @author Luis Cleto * @see DefenseObject */ public class BoulderTower extends DefenseObject{ private static final int BOULDERTOWER_HP = 750; private static final float RELOAD_TIME = 3f; private static final double BOULDERTOWER_RADIUS = 250.0; /** cost to build a boulder tower */ public static final int BOULDERTOWER_COST = 200; private int projectileDamage, projectileSpeed; /** * Constructor for the BoulderTower class. Calls the constructor for the DefenseObject class and sets the base * stats for projectile damage and speed * @param xPos position of the tower in the x axis of the game map * @param yPos position of the tower in the y axis of the game map */ public BoulderTower(int xPos, int yPos){ super(RELOAD_TIME, BOULDERTOWER_HP, xPos, yPos, BOULDERTOWER_RADIUS); projectileDamage = 15; projectileSpeed = 8; } @Override protected void attack(ArrayList<Enemy> enemies) { Enemy toAttack = null; for(int i=0; i < enemies.size(); i++){ if(isWithinRadius(enemies.get(i))){ if(toAttack == null) toAttack = enemies.get(i); else if(toAttack.getDistToGoal() > enemies.get(i).getDistToGoal()) toAttack = enemies.get(i); } } if(toAttack != null){ LevelScreen.gameElems.addProjectile( new BoulderProjectile(this.getCenterX(), this.getCenterY(), toAttack.getCenterX(), toAttack.getCenterY(), projectileSpeed, projectileDamage)); foundEnemies = true; } } /** * Returns the current Image to represent the tower. * * @return returns the Image object corresponding the current image of the tower */ @Override public Image getCurrentImage() { return Assets.boulderTower; } /** * Indicates whether this tower 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 tower * * @return returns the necessary credit to upgrade this tower */ @Override public int getUpgradeCost() { return 0; } /** * Just a stub as this tower can't be upgraded yet */ @Override public void upgrade() { } /** * @return returns the cost to build this tower */ @Override public int getCost() { return BOULDERTOWER_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 tower is part of the ground terrain or if it has a height (for visibility purposes) * * @return returns true if the tower is at ground level, false otherwise */ @Override public boolean isGroundObject() { return false; } /** * @return returns the cost required to repair the tower */ @Override public int getRepairCost() { return 3*(BOULDERTOWER_HP-hitpoints); } }