Android Open Source - Gloomy-Dungeons-3D App Config






From Project

Back to project page Gloomy-Dungeons-3D.

License

The source code is released under:

MIT License

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Java Source Code

package zame.game;
/*from ww  w  .  ja v a 2  s.co  m*/
import zame.game.SoundManager;
import zame.game.engine.TextureLoader;
import zame.game.engine.TextureLoader.TextureToLoad;
import zame.game.engine.Weapons;
import zame.game.engine.Weapons.WeaponParams;

public class AppConfig
{
    public static final int TEXTURE_HAND = 4;       // 4, 5, 6, 7
    public static final int TEXTURE_PIST = 8;       // 8, 9, 10, 11, 12
    public static final int TEXTURE_SHTG = 13;      // 13, 14, 15, 16, 17
    public static final int TEXTURE_CHGN = 18;      // 18, 19, 20, 21
    public static final int TEXTURE_DBLSHTG = 22;   // 22, 23, 24, 25, 26
    public static final int TEXTURE_DBLCHGN = 27;   // 27, 28, 29, 30
    public static final int TEXTURE_SAW = 31;       // 31, 32, 33
    public static final int TEXTURE_LAST = 34;

    public static final TextureToLoad[] TEXTURES_TO_LOAD = new TextureToLoad[] {
        new TextureToLoad(TextureLoader.TEXTURE_MON, 0, TextureToLoad.TYPE_MONSTERS),
        new TextureToLoad(TextureLoader.TEXTURE_MAIN, R.drawable.texmap),
        new TextureToLoad(TextureLoader.TEXTURE_FLOOR, 0, TextureToLoad.TYPE_FLOOR),
        new TextureToLoad(TextureLoader.TEXTURE_CEIL, 0, TextureToLoad.TYPE_CEIL),

        new TextureToLoad(TEXTURE_HAND + 0, R.drawable.hit_hand_1),
        new TextureToLoad(TEXTURE_HAND + 1, R.drawable.hit_hand_2),
        new TextureToLoad(TEXTURE_HAND + 2, R.drawable.hit_hand_3),
        new TextureToLoad(TEXTURE_HAND + 3, R.drawable.hit_hand_4),

        new TextureToLoad(TEXTURE_PIST + 0, R.drawable.hit_pist_1),
        new TextureToLoad(TEXTURE_PIST + 1, R.drawable.hit_pist_2),
        new TextureToLoad(TEXTURE_PIST + 2, R.drawable.hit_pist_3),
        new TextureToLoad(TEXTURE_PIST + 3, R.drawable.hit_pist_4),
        new TextureToLoad(TEXTURE_PIST + 4, R.drawable.hit_pist_5),

        new TextureToLoad(TEXTURE_SHTG + 0, R.drawable.hit_shtg_1),
        new TextureToLoad(TEXTURE_SHTG + 1, R.drawable.hit_shtg_2),
        new TextureToLoad(TEXTURE_SHTG + 2, R.drawable.hit_shtg_3),
        new TextureToLoad(TEXTURE_SHTG + 3, R.drawable.hit_shtg_4),
        new TextureToLoad(TEXTURE_SHTG + 4, R.drawable.hit_shtg_5),

        new TextureToLoad(TEXTURE_CHGN + 0, R.drawable.hit_chgn_1),
        new TextureToLoad(TEXTURE_CHGN + 1, R.drawable.hit_chgn_2),
        new TextureToLoad(TEXTURE_CHGN + 2, R.drawable.hit_chgn_3),
        new TextureToLoad(TEXTURE_CHGN + 3, R.drawable.hit_chgn_4),

        new TextureToLoad(TEXTURE_DBLSHTG + 0, R.drawable.hit_dblshtg_1),
        new TextureToLoad(TEXTURE_DBLSHTG + 1, R.drawable.hit_dblshtg_2),
        new TextureToLoad(TEXTURE_DBLSHTG + 2, R.drawable.hit_dblshtg_3),
        new TextureToLoad(TEXTURE_DBLSHTG + 3, R.drawable.hit_dblshtg_4),
        new TextureToLoad(TEXTURE_DBLSHTG + 4, R.drawable.hit_dblshtg_5),

        new TextureToLoad(TEXTURE_DBLCHGN + 0, R.drawable.hit_dblchgn_1),
        new TextureToLoad(TEXTURE_DBLCHGN + 1, R.drawable.hit_dblchgn_2),
        new TextureToLoad(TEXTURE_DBLCHGN + 2, R.drawable.hit_dblchgn_3),
        new TextureToLoad(TEXTURE_DBLCHGN + 3, R.drawable.hit_dblchgn_4),

        new TextureToLoad(TEXTURE_SAW + 0, R.drawable.hit_saw_1),
        new TextureToLoad(TEXTURE_SAW + 1, R.drawable.hit_saw_2),
        new TextureToLoad(TEXTURE_SAW + 2, R.drawable.hit_saw_3),
    };

    public static final WeaponParams[] WEAPONS = new WeaponParams[] {
        // WEAPON_HAND
        new WeaponParams(new int[] {
            0, 1, 1, 1, 2, 2, 2, -3, 3, 3, 2, 2, 2, 1, 1, 0, 0
        }, -1, 0, 1, 5, TEXTURE_HAND, 1.0f, 0f, 1.5f, SoundManager.SOUND_SHOOT_HAND, true, SoundManager.SOUND_NOWAY),
        // WEAPON_PISTOL
        new WeaponParams(new int[] {
            0, 1, 1, 1, 1, 2, 2, 2, 2, -3, 3, 3, 3, 4, 4, 4, 4, 0, 0, 0, 0, 0
        }, Weapons.AMMO_PISTOL, 1, 2, 5, TEXTURE_PIST, 1.0f, 0.0f, 1.5f, SoundManager.SOUND_SHOOT_PIST, false, 0),
        // WEAPON_SHOTGUN
        new WeaponParams(new int[] {
            0, 0, 0, 0, 0,
            1, 1, 1, 1, 1,
            -2, 2, 2, 2, 2,
            3, 3, 3, 3, 3,
            3, 3, 3, 3, 3,
            4, 4, 4, 4, 4,
            4, 4, 4, 4, 4,
            0, 0, 0, 0, 0,
        }, Weapons.AMMO_SHOTGUN, 1, 8, 10, TEXTURE_SHTG, 0.9f, 0.1f, 1.35f, SoundManager.SOUND_SHOOT_SHTG, false, 0),
        // WEAPON_CHAINGUN
        new WeaponParams(new int[] {
            0,
            1, 1, 1,
            -2, 2, 2,
            -3, 3, 3,
            0, 0
        }, Weapons.AMMO_PISTOL, 1, 2, 5, TEXTURE_CHGN, 0.8f, 0f, 1.2f, SoundManager.SOUND_SHOOT_PIST, false, 0),
        // WEAPON_DBLSHOTGUN
        new WeaponParams(new int[] {
            0,
            1, 1, 1, 1, 1,
            -2, 2, 2, 2, 2,
            3, 3, 3, 3, 3, 3, 3,
            4, 4, 4, 4, 4, 4, 4,
            0, 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0,
        }, Weapons.AMMO_SHOTGUN, 2, 14, 25, TEXTURE_DBLSHTG, 0.8f, 0.0f, 1.2f, SoundManager.SOUND_SHOOT_DBLSHTG, false, 0),
        // WEAPON_DBLCHAINGUN
        new WeaponParams(new int[] {
            0,
            1, 1, 1,
            -2, 2, 2,
            -3, 3, 3,
            0, 0
        }, Weapons.AMMO_PISTOL, 2, 4, 8, TEXTURE_DBLCHGN, 1.2f, -0.1f, 1.8f, SoundManager.SOUND_SHOOT_PIST, false, 0),
        // WEAPON_CHAINSAW
        new WeaponParams(new int[] {
            0, 0, 0, 0, 0,
            1, 1, 1, 1, 1,
            -2,    2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            -1002, 2, 2, 2, -1002, 2, 2, 2, -1002, 2,
            1, 1, 1, 1, 1,
            0, 0, 0, 0, 0
        }, -1, 0, 1, 4 /* was: 3 */, TEXTURE_SAW, 0.8f, 0f, 1.2f, SoundManager.SOUND_SHOOT_SAW, true, 0),
    };
}




Java Source Code List

zame.game.AppConfig.java
zame.game.AppConfig.java
zame.game.Common.java
zame.game.ConfigZeemote.java
zame.game.ConfigZeemote.java
zame.game.Config.java
zame.game.GameActivityZeemoteHelper.java
zame.game.GameActivityZeemoteHelper.java
zame.game.GameActivity.java
zame.game.GamePreferencesActivity.java
zame.game.GamePreferencesActivity.java
zame.game.MenuActivityHelper.java
zame.game.MenuActivityHelper.java
zame.game.MenuActivity.java
zame.game.Renderer.java
zame.game.SoundManager.java
zame.game.ZameApplicationAnalyticsHelper.java
zame.game.ZameApplicationAnalyticsHelper.java
zame.game.ZameApplication.java
zame.game.ZameGame.java
zame.game.ZameJniRenderer.java
zame.game.engine.Action.java
zame.game.engine.AutoWall.java
zame.game.engine.Controls.java
zame.game.engine.Door.java
zame.game.engine.GameHelper.java
zame.game.engine.GameHelper.java
zame.game.engine.Game.java
zame.game.engine.Labels.java
zame.game.engine.LevelConfig.java
zame.game.engine.LevelRenderer.java
zame.game.engine.Level.java
zame.game.engine.Mark.java
zame.game.engine.Monster.java
zame.game.engine.Overlay.java
zame.game.engine.PortalTracer.java
zame.game.engine.State.java
zame.game.engine.Stats.java
zame.game.engine.TextureLoader.java
zame.game.engine.Weapons.java
zame.game.views.EndLevelView.java
zame.game.views.GameOverView.java
zame.game.views.GameView.java
zame.game.views.IZameView.java
zame.game.views.MenuViewHelper.java
zame.game.views.MenuViewHelper.java
zame.game.views.MenuView.java
zame.game.views.PreLevelView.java
zame.game.views.ZameGameView.java
zame.libs.FrameLayout.java
zame.libs.GLSurfaceView21.java
zame.libs.Grid.java
zame.libs.KeyMapPreference.java
zame.libs.LabelMaker.java
zame.libs.ListPreference.java
zame.libs.NumericSprite.java
zame.libs.SeekBarPreference.java
zame.promo.PromoView.java