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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 va 2s. c om*/ import java.util.ArrayList; import pt.up.fe.lpoo.framework.Image; /** * This class represents the freeze tower defense object. It has a large cooldown and with every attack it gives all * surrounding enemies the frozen status effect * @author Joao Marinheiro * @author Luis Cleto * @see DefenseObject */ public class FreezeTower extends DefenseObject{ private static final float FREEZE_DURATION = 3.0f; private static final int FREEZE_TOWER_HP = 700; private static final float RELOAD_TIME = 7.0f; private static final double FREEZE_RADIUS = 100.0; /** cost for building this defense */ public static final int FREEZE_TOWER_COST = 100; /** * Constructor for the FreezeTower class. Only uses the superclass constructor. * @param xPos x position for the tower * @param yPos y position for the tower */ public FreezeTower(int xPos, int yPos){ super(RELOAD_TIME, FREEZE_TOWER_HP, xPos, yPos, FREEZE_RADIUS); } @Override protected void attack(ArrayList<Enemy> enemies) { for(int i=0; i < enemies.size(); i++){ if(isWithinRadius(enemies.get(i))){ if(!enemies.get(i).hasStatusEffect(StatusEffect.EffectType.Frozen)){ enemies.get(i).addStatusEffect(new StatusEffect(StatusEffect.EffectType.Frozen,FREEZE_DURATION)); 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.freezeTower; } /** * 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; } /** * Only a stub since this tower can't be upgraded yet */ @Override public void upgrade() { } /** * @return returns the cost to build this tower */ @Override public int getCost() { return FREEZE_TOWER_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*(FREEZE_TOWER_HP-hitpoints); } }