Package edu.ucf.cop4331.skitg

Examples of edu.ucf.cop4331.skitg.Engine


  /**
   * The create method gets run on the first load
   */
  @Override
  public void create() {
    setScreen(new GameScreen(this));
  }
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    // Initialize UI
    angle = new UISpinner(texArrow,font,"Angle",tank1.getAngle(),360,25,0);
    power = new UISpinner(texArrow,font,"Power",tank1.getPower(),100,150,0);
    moves = new UIMove(texArrow,font,tank1.getMoves(),275,0);
    fire = new UIFireButton(texFireButton,400,0);
    weaponSelector = new UIWeaponSelector(texArrow,font,500,0,tank1.getWeapons());
    playerIndicator = new UIText(font,"Player  1",Color.BLACK,380,Skitg.HEIGHT);
    player1score = new UIText(font,"0",Color.BLUE,100,Skitg.HEIGHT);
    player2score = new UIText(font,"0",Color.RED,700,Skitg.HEIGHT);
   
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    gameOver = false;
   
    // Initialize UI
    angle = new UISpinner(texArrow,font,"Angle",tank1.getAngle(),360,25,0);
    power = new UISpinner(texArrow,font,"Power",tank1.getPower(),100,150,0);
    moves = new UIMove(texArrow,font,tank1.getMoves(),275,0);
    fire = new UIFireButton(texFireButton,400,0);
    weaponSelector = new UIWeaponSelector(texArrow,font,500,0,tank1.getWeapons());
    playerIndicator = new UIText(font,"Player  1",Color.BLACK,380,Skitg.HEIGHT);
    player1score = new UIText(font,"0",Color.BLUE,100,Skitg.HEIGHT);
    player2score = new UIText(font,"0",Color.RED,700,Skitg.HEIGHT);
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    tank1active = true;
    volleys = 5;
    gameOver = false;
   
    // Initialize UI
    angle = new UISpinner(texArrow,font,"Angle",tank1.getAngle(),360,25,0);
    power = new UISpinner(texArrow,font,"Power",tank1.getPower(),100,150,0);
    moves = new UIMove(texArrow,font,tank1.getMoves(),275,0);
    fire = new UIFireButton(texFireButton,400,0);
    weaponSelector = new UIWeaponSelector(texArrow,font,500,0,tank1.getWeapons());
    playerIndicator = new UIText(font,"Player  1",Color.BLACK,380,Skitg.HEIGHT);
    player1score = new UIText(font,"0",Color.BLUE,100,Skitg.HEIGHT);
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    angle = new UISpinner(texArrow,font,"Angle",tank1.getAngle(),360,25,0);
    power = new UISpinner(texArrow,font,"Power",tank1.getPower(),100,150,0);
    moves = new UIMove(texArrow,font,tank1.getMoves(),275,0);
    fire = new UIFireButton(texFireButton,400,0);
    weaponSelector = new UIWeaponSelector(texArrow,font,500,0,tank1.getWeapons());
    playerIndicator = new UIText(font,"Player  1",Color.BLACK,380,Skitg.HEIGHT);
    player1score = new UIText(font,"0",Color.BLUE,100,Skitg.HEIGHT);
    player2score = new UIText(font,"0",Color.RED,700,Skitg.HEIGHT);
   
    batch = new SpriteBatch();
  }
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    // Initialize UI
    angle = new UISpinner(texArrow,font,"Angle",tank1.getAngle(),360,25,0);
    power = new UISpinner(texArrow,font,"Power",tank1.getPower(),100,150,0);
    moves = new UIMove(texArrow,font,tank1.getMoves(),275,0);
    fire = new UIFireButton(texFireButton,400,0);
    weaponSelector = new UIWeaponSelector(texArrow,font,500,0,tank1.getWeapons());
    playerIndicator = new UIText(font,"Player  1",Color.BLACK,380,Skitg.HEIGHT);
    player1score = new UIText(font,"0",Color.BLUE,100,Skitg.HEIGHT);
    player2score = new UIText(font,"0",Color.RED,700,Skitg.HEIGHT);
   
    batch = new SpriteBatch();
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      color = Color.RED;
    }
   
    // Load the weapons
    weapons = new ArrayList<Weapon>(5);
    weapons.add(new BigShot(this, weaponsTex[0]));
    weapons.add(new SingleShot(this, weaponsTex[1]));
    weapons.add(new Sniper(this, weaponsTex[2]));
    weapons.add(new HeatSeeker(this, weaponsTex[3]));
    weapons.add(new Laser(this, weaponsTex[4]));
  }
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    // Load the weapons
    weapons = new ArrayList<Weapon>(5);
    weapons.add(new BigShot(this, weaponsTex[0]));
    weapons.add(new SingleShot(this, weaponsTex[1]));
    weapons.add(new Sniper(this, weaponsTex[2]));
    weapons.add(new HeatSeeker(this, weaponsTex[3]));
    weapons.add(new Laser(this, weaponsTex[4]));
  }
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    weapons = new ArrayList<Weapon>(5);
    weapons.add(new BigShot(this, weaponsTex[0]));
    weapons.add(new SingleShot(this, weaponsTex[1]));
    weapons.add(new Sniper(this, weaponsTex[2]));
    weapons.add(new HeatSeeker(this, weaponsTex[3]));
    weapons.add(new Laser(this, weaponsTex[4]));
  }
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    }
   
    // Load the weapons
    weapons = new ArrayList<Weapon>(5);
    weapons.add(new BigShot(this, weaponsTex[0]));
    weapons.add(new SingleShot(this, weaponsTex[1]));
    weapons.add(new Sniper(this, weaponsTex[2]));
    weapons.add(new HeatSeeker(this, weaponsTex[3]));
    weapons.add(new Laser(this, weaponsTex[4]));
  }
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