Back to project page Gloomy-Dungeons-3D.
The source code is released under:
MIT License
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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), }; }