Package ru.vagrant_ai.questionmarkgame.obj.add

Examples of ru.vagrant_ai.questionmarkgame.obj.add.BonusItem


  }
 
  public void spawnItem(ITEM id)
  {
    float opt = 0;
    BonusItem item = null;
    switch(id)
    {
    /* PERMANENT */
      /* GUN */
        /* DELAY */
          case P_GUN_DELAY_HIGH:
            opt += 2;
          case P_GUN_DELAY_MED:
            opt += 2;
          case P_GUN_DELAY_LOW:
            opt += 2;
            break;
        /* RECOIL */
          case P_GUN_SPREADING_HIGH:
            opt += 0.3f;
          case P_GUN_SPREADING_MED:
            opt += 0.3f;
          case P_GUN_SPREADING_LOW:
            opt += 0.3f;
            break;
        /* POWER */
          case P_GUN_POWER_HIGH:
            opt += 5;
          case P_GUN_POWER_MED:
            opt += 5;
          case P_GUN_POWER_LOW:
            opt += 5;
            break;
        /* RELOAD */
          case P_GUN_RELOAD_HIGH:
            opt += 1.25;
          case P_GUN_RELOAD_MED:
            opt += 1.25;
          case P_GUN_RELOAD_LOW:
            opt += 1.25;
            break;
      /* UPGRADES */
        /* JUMP UP */
          case P_UPG_FREE_JUMP_LOW:
            opt++;
          case P_UPG_FREE_JUMP_MAX:
            break
        /* HOLY LIGHT */
          case P_UPG_STRONG_LIGHT:
            opt++;
            break;
          case P_UPG_LIGHT:
            opt++;
            break;
          case P_UPG_SMALL_LIGHT:
            opt++;
            break;
      /* OTHERS */
        /* REPAIR */
          case P_OTHER_REPAIR_ADD_HIGH:
            opt += 0.0009;
          case P_OTHER_REPAIR_ADD_MED:
            opt += 0.0009;
          case P_OTHER_REPAIR_ADD_LOW:
            opt += 0.0009;
            break;
        /* HP UP */
          case P_OTHER_HPUP_HIGH:
            opt += 20;
          case P_OTHER_HPUP_MED:
            opt += 20;
          case P_OTHER_HPUP_LOW:
            opt += 20;
            break;
    /* INSTANT */
        /* HEAL */
          case I_HEAL_PERC:
            opt = 33;
            break;
    default: break;
    }
    item = new BonusItem(opt, false);
    item.setID(id);
    item_array.add(item);
  }
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    item_array.add(item);
  }
 
  public void spawnUpgrade(ITEM id)
  {
    BonusItem item = new BonusItem(0, true);
    item.setID(id);
    upgrade_array.add(item);
  }
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