Esempio n. 1
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  private void initalizeField() {
    ArrayList<Vector> route = new ArrayList<Vector>();
    route.add(new Vector(0, 200, 0));
    route.add(new Vector(100, 200, 0));
    route.add(new Vector(100, 100, 0));
    route.add(new Vector(400, 100, 0));
    route.add(new Vector(400, 400, 0));
    route.add(new Vector(100, 400, 0));
    route.add(new Vector(100, 600, 0));
    route.add(new Vector(1000, 600, 0));
    route.add(new Vector(1000, 0, 0));

    ArrayList<Enemy> enemies = new ArrayList<Enemy>();
    for (int i = 0; i < 20; i++) {
      enemies.add(new Ninja(route, Richtung.Osten));
    }
    for (int i = 0; i < 4; i++) {
      enemies.add(new Panzer(route, Richtung.Osten));
    }

    field = new GameField(enemies, 2000, 1200);
    field.addBlocks(0, 20, 0, 20);
    field.addBlocks(30, 100, 30, 100);
    field.addTower(new Aussichtsturm(new Vector(50, 400, 0)));
    field.addTower(new Tower1(new Vector(1000, 400, 0)));
  }
Esempio n. 2
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  private void inizialize3() {
    ArrayList<Vector> route = new ArrayList<Vector>();
    route.add(new Vector(0, 50, 0));
    route.add(new Vector(150, 100, 0));
    route.add(new Vector(150, 550, 0));
    route.add(new Vector(1450, 550, 0));
    route.add(new Vector(1450, 150, 0));
    route.add(new Vector(850, 150, 0));
    route.add(new Vector(850, 0, 0));

    ArrayList<Enemy> enemies = new ArrayList<Enemy>();
    for (int i = 0; i < 50; i++) {
      enemies.add(new Ninja(route, Richtung.Osten));
    }

    field = new GameField(enemies, 1900, 1000);
    field.addBlocks(600, 1000, 100, 1500);
    field.addBlocks(100, 1000, 0, 100);
    field.addBlocks(0, 1000, 1500, 1900);
    field.addBlocks(0, 100, 900, 1500);
    field.addBlocks(200, 500, 200, 1400);
    field.addBlocks(0, 200, 200, 800);

    field.addBuildingGround(new BuildingGround(new Vector(200, 400, 0)));
    field.addBuildingGround(new BuildingGround(new Vector(500, 400, 0)));
    field.addBuildingGround(new BuildingGround(new Vector(700, 400, 0)));
  }
Esempio n. 3
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  public GameLoop(GL10 gl, TowerDefense activity) {
    inizialize3();

    field.startEnemies();
    inputManager = new InputManager(0, 0, field.width, field.height, field);
    renderer = new Renderer(gl, activity, field, inputManager);
    inputManager.setRenderer(renderer);
  }
Esempio n. 4
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  private void initalizeField2() {
    ArrayList<Vector> route = new ArrayList<Vector>();
    route.add(new Vector(0, 650, 0));
    route.add(new Vector(250, 650, 0));
    route.add(new Vector(250, 250, 0));
    route.add(new Vector(550, 250, 0));
    route.add(new Vector(550, 1000, 0));
    route.add(new Vector(200, 1000, 0));
    route.add(new Vector(200, 1300, 0));
    route.add(new Vector(1300, 1300, 0));
    route.add(new Vector(1300, 850, 0));
    route.add(new Vector(1500, 850, 0));
    route.add(new Vector(1500, 550, 0));
    route.add(new Vector(1050, 550, 0));
    route.add(new Vector(1050, 250, 0));
    route.add(new Vector(1750, 250, 0));
    route.add(new Vector(1750, 1600, 0));
    route.add(new Vector(1250, 1600, 0));
    route.add(new Vector(1250, 2000, 0));

    ArrayList<Enemy> enemies = new ArrayList<Enemy>();
    for (int i = 0; i < 50; i++) {
      enemies.add(new Ninja(route, Richtung.Osten));
    }

    field = new GameField(enemies, 2000, 2000);
    field.addBlocks(0, 600, 0, 200);
    field.addBlocks(0, 200, 200, 2000);
    field.addBlocks(300, 950, 300, 500);
    field.addBlocks(700, 950, 0, 300);
    field.addBlocks(950, 1350, 0, 150);
    field.addBlocks(1350, 2000, 0, 1200);
    field.addBlocks(1050, 1250, 250, 600);
    field.addBlocks(200, 1250, 600, 1000);
    field.addBlocks(700, 950, 0, 300);
    field.addBlocks(600, 1250, 1000, 1250);
    field.addBlocks(600, 800, 1250, 1450);
    field.addBlocks(300, 500, 1100, 1700);
    field.addBlocks(500, 900, 1550, 1700);
    field.addBlocks(900, 1350, 1350, 1700);
    field.addBlocks(1350, 1550, 1200, 1700);
    field.addBlocks(200, 1650, 1800, 2000);
    field.addBlocks(1650, 2000, 1300, 2000);
  }
Esempio n. 5
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  @Override
  public void update(TowerDefense activity) {

    field.startAction(activity.getDeltaTime());
  }