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package com.me.battlescreen; /*from w w w . j a va 2 s . c om*/ import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.scenes.scene2d.Actor; public abstract class Monster extends Actor implements IHittable,IAttacking{ protected BattlePlayer player; public Monster(BattlePlayer p){ player=p; } protected void changeToWalk(){ } protected void changeToAttacking(){ } protected void changeToDie(){ } protected void changeWidths() { } @Override public void draw(Batch batch,float delta){ } public void draw(Batch batch, int coordsX) { } public void ArrowHit(float x1,float y1,float x2,float y2,int attack,boolean ballista){ } @Override public void hit(float x1,float x2,int attack) { } @Override public float giveX() { return -1; } protected void hitted(int attack) { } @Override public boolean isAttacking() { return false; } @Override public void checkForAttack(float x) { } @Override public float getStart() { return -1; } @Override public float getEnd() { return -1; } @Override public int getAttack() { return 1; } @Override public boolean enemy(BattlePlayer p) { return player!=p; } @Override public boolean timeToAttack() { return false; } public int getGold(){ return 0; } }