?? gamecanvas.java
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if (ccc) {
lift.setPosition(2188, 148);
ccc = false;
}
if (map.y > 400)
bbb = true;
if (lift.x + lift.getWidth() <= 0)
ccc = true;
}
void paintMission1(Graphics g) {
playerpc3.setPosition(object[0].x + 60, object[0].y - 10);
playerpc4.setPosition(object[1].x + 60, object[1].y - 10);
playerpc5.setPosition(object[2].x, 50);
playerpc6.setPosition(object[2].x, 200);
imgJuanLeft(g, x1, -30, beijing);
x1 = imgJuanLeft(g, x1, -30, beijing);
map.paint(g);
for (int i = 0; i < object.length; i++) {
if (object[i].isAlive) {
object[i].paint(g);
}
}
for (int i = 0; i < 10; i++) {
NPC[i].NPC1Manage(g, Character.DIRECTION_LEFT, map, NPC[i]);
}
for (int i = 10; i < 30; i++) {
NPC[i].NPC2Manage(g, Character.DIRECTION_LEFT, gds.getMissionID(),50);
if (NPC[i].isFire) {
doFireNPC(npcBullets, NPC[i]);
NPC[i].isFire = false;
}
}
// npcBulletOverlaps(g, npcBullets);
if (npcisfire)npcBulletOverlaps(g, npcBullets);
if (player.isAlive) {
if (boss.isAlive) {
boss.paint_boss1(g);
}
if (!playerWudi) {
for (int i = 0; i < NPC.length; i++) {
npcOverlapsPlayer(NPC[i]);
}
if (boss.isAlive) {
for (int i = 0; i < boss.b1_bullets1.length; i++) {
bossBulletOverlaps(boss.b1_bullets1[i]);
bossBulletOverlaps(boss.b1_bullets2[i]);
bossBulletOverlaps(boss.b1_bullets3[i]);
}
bossOverlapsPlayer(boss.boss1[0]);
}
}
}
ImagePz(player, map, object);
}
int pdf=0;
void paintMission2(Graphics g) {
imgJuanLeft(g, x1, -30, beijing);
x1 = imgJuanLeft(g, x1, -30, beijing);
if (boss.isAlive) {
boss.paint_boss2(g);
}
map.paint(g);
if (boss.isAlive) {
boss.paint_boss2bullet(g);
boss.paint_boom2(g);
}
for (int i = 0; i < object.length; i++) {
if (object[i].isAlive) {
object[i].paint(g);
}
}
for (int i = 0; i < 10; i++) {
NPC[i].NPC4Manage(g, Character.DIRECTION_LEFT,50);
if (NPC[i].isFire) {
doFireNPC4(NPC[i]);
NPC[i].isFire = false;
}
}
for (int i = 10; i < 30; i++) {
NPC[i].NPC2Manage(g, Character.DIRECTION_LEFT, gds.getMissionID(),40);
if (NPC[i].isFire) {
doFireNPC(npcBullets, NPC[i]);
NPC[i].isFire = false;
}
}
// npcBulletOverlaps(g, npcBullets);
if (npcisfire)npcBulletOverlaps(g, npcBullets);
npc4BulletOverlaps(g);
if (player.isAlive) {
// jump();
// playerMove();
if (!playerWudi) {
for (int i = 0; i < NPC.length; i++) {
npcOverlapsPlayer(NPC[i]);
}
if (boss.isAlive) {
for (int i = 0; i < boss.b2_bullets_1.length; i++) {
bossBulletOverlaps(boss.b2_bullets_1[i]);
bossBulletOverlaps(boss.b2_bullets_2[i]);
bossBulletOverlaps(boss.b2_bullets_3[i]);
}
}
}
}
// if (!playerWudi)
// ImageMove();
ImagePz(player, map, object);
}
boolean npcisfire;
void paintMission3(Graphics g) {
imgJuanLeft(g, x1, -30, beijing);
x1 = imgJuanLeft(g, x1, -30, beijing);
map.paint(g);
for (int i = 0; i < object.length; i++) {
if (object[i].isAlive) {
object[i].paint(g);
}
}
for (int i = 0; i < 10; i++) {
NPC[i].NPC4Manage(g, Character.DIRECTION_LEFT,40);
if (NPC[i].isFire) {
doFireNPC4(NPC[i]);
NPC[i].isFire = false;
}
}
for (int i = 10; i < 30; i++) {
NPC[i].NPC2Manage(g, Character.DIRECTION_LEFT, gds.getMissionID(),30);
if (NPC[i].isFire) {
doFireNPC(npcBullets, NPC[i]);
NPC[i].isFire = false;
}
}
// npcBulletOverlaps(g, npcBullets);
if (npcisfire)npcBulletOverlaps(g, npcBullets);
npc4BulletOverlaps(g);
if (player.isAlive) {
// jump();
// playerMove();
if (boss.isAlive) {
boss.paint_boss3(g);
}
if (!playerWudi) {
for (int i = 0; i < NPC.length; i++) {
npcOverlapsPlayer(NPC[i]);
}
if (boss.isAlive) {
for (int i = 0; i < boss.boss3_b3.length; i++) {
bossBulletOverlaps(boss.boss3_b3[i]);
}
// bossOverlapsPlayer(boss.boss3[0]);
bossOverlapsPlayer(boss.boss3[3]);
if (boss.h)
bossOverlapsPlayer(boss.boss3[8]);
if (boss.n)
bossOverlapsPlayer(boss.boss3[9]);
}
}
}
// if (!playerWudi)
// ImageMove();
ImagePz(player, map, object);
}
void paintMission4(Graphics g) {
lCeng();
liftBT();
if (!uuu) {
imgJuanLeft(g, x1, beijing.y, beijing);
x1 = imgJuanLeft(g, x1, beijing.y, beijing);
}
if (uuu) {
imgJuanDown(g, x1, beijing.y, beijing);
beijing.y = imgJuanDown(g, x1, beijing.y, beijing);
}
if (player.collidesWith(lift)) {
player.y -= 5;
}
map.paint(g);
playerPc.paint(g);
lift.paint(g);
for (int i = 0; i < object.length; i++) {
if (object[i].isAlive) {
object[i].paint(g);
}
}
for (int i = 0; i < 10; i++) {
NPC[i].NPC4Manage(g, Character.DIRECTION_LEFT,30);
if (NPC[i].isFire) {
doFireNPC4(NPC[i]);
NPC[i].isFire = false;
}
}
for (int i = 10; i < 30; i++) {
NPC[i].NPC2Manage(g, Character.DIRECTION_LEFT, gds.getMissionID(),20);
if (NPC[i].isFire) {
doFireNPC(npcBullets, NPC[i]);
NPC[i].isFire = false;
}
}
// npcBulletOverlaps(g, npcBullets);
if (npcisfire)npcBulletOverlaps(g, npcBullets);
npc4BulletOverlaps(g);
if (player.isAlive) {
// jump();
// playerMove();
if (boss.isAlive) {
switch (cheng) {
case 1:
boss.paint_boss4(g);
break;
case 2:
boss.paint_boss5(g);
break;
}
}
if (!playerWudi) {
for (int i = 0; i < NPC.length; i++) {
npcOverlapsPlayer(NPC[i]);
}
if (boss.isAlive) {
switch (cheng) {
case 1:
for (int i = 0; i < boss.boss4_b1.length; i++) {
bossBulletOverlaps(boss.boss4_b1[i]);
}
if (boss.m)
bossOverlapsPlayer(boss.boss4[3]);
bossOverlapsPlayer(boss.boss4[0]);
break;
case 2:
for (int i = 0; i < boss.boss5b_2.length; i++) {
bossBulletOverlaps(boss.boss5b_2[i]);
}
if (boss.k){
bossOverlapsPlayer(boss.boss5[4]);
bossOverlapsPlayer(boss.boss5[5]);
}
break;
}
}
}
}
ImagePz4(player, map);
}
/** TODO keyPressed * */
protected void keyPressed(int keycode) {
if (keycode == 0)
return;
switch (keycode) {
case -1: //手機(jī)鍵盤上鍵,上
keyUP();
break;
case 50: //手機(jī)鍵盤2鍵,上
keyUP();
break;
case -2: //蹲
keyDOWN();
break;
case 56:
keyDOWN();
break;
case -3: //左方向
keyLEFT();
break;
case 52: //手機(jī)鍵盤4鍵,左
keyLEFT();
break;
case -4: //手機(jī)鍵盤右方向
keyRIGHT();
break;
case 54: //手機(jī)鍵盤6鍵,右
keyRIGHT();
break;
case 49: //1鍵 手雷
keyPUTBOMB();
break;
case 51: //3鍵 jump
keyJUMP();
break;
case -6: //左軟鍵
mc.doThreadStart(); //??????????
mc.running=true;
cs.display.setCurrent(mc);
running=false;
mc.curret=0;
break;
case -7: //右軟鍵
mc.doThreadStart();
mc.running=true;
cs.display.setCurrent(mc);
running=false;
mc.curret=0;
break;
case 53: //5鍵 fire
keyFIRE();
break;
case -5: //手機(jī)鍵盤確認(rèn)鍵
keyFIRE();
break;
case -10:
cs.display.setCurrent(mc);
running=false;
break;
case -11: //接聽電話鍵
cs.display.setCurrent(mc);
running=false;
break;
default:
break;
}
}
void keyUP() {
if (!fuhuo){
player.playerDirect = Character.DIRECTION_UP;
if (right_bln == true) {
player.setState(13);
}
if (left_bln == true) {
player.setState(11);
}
}
// zuobi=zuobi+"u";
}
void keyDOWN() {
if (!fuhuo){
if (downright) {
player.playerDirect = Character.DIRECTION_RIGHT_DOWN;
player.setState(4);
}
if (downleft) {
player.playerDirect = Character.DIRECTION_LEFT_DOWN;
player.setState(14);
}
}
// zuobi=zuobi+"r";
}
boolean iszuobi=false;
void keyRIGHT() {
if (!fuhuo){
downright = true;
downleft = false;
rightbln = true;
right_bln = true;
left_bln = false;
diaoluo = true;
player.setDirection(Character.DIRECTION_RIGHT);
if (player.isjump)
player.setState(3);
else player.setState(5);
player.setMove(true);
if (player.playerDirect == Character.DIRECTION_UP) {
player.setState(2);
}
d = 2;
}
// zuobi=zuobi+"i";
// if (zuobi=="yurui"){ //?????????????????????作弊?????????????????????
// iszuobi=true;
// }
// System.out.println(iszuobi);
// System.out.println(zuobi);
}
void keyLEFT() {
if (!fuhuo){
diaoluo = true;
downleft = true;
downright = false;
leftbln = true;
left_bln = true;
right_bln = false;
player.setDirection(Character.DIRECTION_LEFT);
if (player.isjump)
player.setState(3);
else player.setState(5);
player.setMove(true);
if (player.playerDirect == Character.DIRECTION_UP) {
player.setState(4);
}
d = 2;
}
// zuobi=zuobi+"u";
}
void keyFIRE() {
if (!fuhuo){
// mc.playmidi(mc.sound.firePlayer);
if (player.playerDirect == Character.DIRECTION_RIGHT_DOWN) {
player.setState(8);
doFireManage();
}
if (player.playerDirect == Character.DIRECTION_LEFT_DOWN) {
player.setState(15);
doFireManage();
}
if (player.playerState == 0) { //站立
player.setState(1); //平行開槍
doFireManage();
}
if (rightbln || leftbln)
doFireManage();
if (player.playerDirect == Character.DIRECTION_UP) {
if (right_bln == true) {
player.setState(12);
}
if (left_bln == true) {
player.setState(10);
}
doFireManage();
}
if (player.playerState == 3){
doFireManage();
}
}
}
void keyPUTBOMB() {
if (!fuhuo){
bombType = 5;
switch (player.playerDirect) {
case Character.DIRECTION_UP:
break;
case Character.DIRECTION_RIGHT:
player.ispao = rightbln;
player.setState(9);
doPutBomb();
break;
case Character.DIRECTION_LEFT:
player.ispao = leftbln;
player.setState(16);
doPutBomb();
break;
case Character.DIRECTION_RIGHT_DOWN:
player.ispao = rightbln;
player.setState(9);
doPutBomb();
break;
case Character.DIRECTION_LEFT_DOWN:
player.ispao = leftbln;
player.setState(16);
doPutBomb();
break;
}
}
}
void keyJUMP() {
if (!fuhuo){
player.y -= step;
step -= 1;
if (rightbln||right_bln)player.setDirection(Character.DIRECTION_RIGHT);
if (leftbln ||left_bln)player.setDirection(Character.DIRECTION_LEFT);
player.setState(3);
player.setIsjump(true);
d = 2;
}
// zuobi="";
// zuobi="y";
}
public void keyReleased(int keycode) {
setKeyReleased(keycode);
}
/** TODO setKeyReleased * */
void setKeyReleased(int keycode) {
if (keycode == -3) { //左
player.setMove(false);
leftbln = false;
// player.setState(0);
if (player.playerState==3)player.setState(3);
else player.setState(0);
}
if (keycode == -4) { //右
player.setMove(false);
rightbln = false;
if (player.playerState==3)player.setState(3);
else player.setState(0);
}
if (keycode == 52) { //左
player.setMove(false);
leftbln = false;
// player.setState(0);
if (player.playerState==3)player.setState(3);
else player.setState(0);
}
if (keycode == 54) { //右
player.setMove(false);
rightbln = false;
// player.setState(0);
if (player.playerState==3)player.setState(3);
else player.setState(0);
}
}
int getKeyStates() {
return this.keycode;
}
/** 揀槍處理 * */
void getGun(Graphics g) {
if (gunIco_bln) {
gunIco.setPosition(gunIco.x, gunIco.y);
gunIco.paint(g);
if (player.collidesWith(gunIco)) {
bulletType = 2;
myBulletsCount1_1 = 3;
myBulletsCount1_2 = 0;
gunIco_bln = false;
}
}
if (gunIco_bln2) {
gunIco2.setPosition(gunIco2.x, gunIco2.y);
gunIco2.paint(g);
if (player.collidesWith(gunIco2)) {
bulletType = 4;
myBulletsCount1_1 = 2;
myBulletsCount1_2 = 0;
gunIco_bln2 = false;
}
}
if (bombIco_bln) {
bombIco.setPosition(bombIco.x, bombIco.y);
bombIco.paint(g);
if (player.collidesWith(bombIco)) {
myBombCount = 9;
bombIco_bln = false;
}
}
}
/** player子彈數(shù)目處理 * */
void doFireManage() {
myBulletsCountT = myBulletsCount1_1 * 10 + myBulletsCount1_2;
switch (bulletType) {
case 1:
doFire(bullets);
bulletKill = 2;
break;
case 2:
if (myBulletsCountT > 0) { //十位,個位
doFire(bullets);
BulletJiShu();
}
bulletKill = 5;
break;
case 3:
bulletKill = 8;
break;
case 4:
if (myBulletsCountT > 0) { //十位,個位
doFire(bullets);
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