?? gfanimationcanvas.java
字號:
enemy2X = val7 - 30;
enemy2Y = val8 + 20;
}
else
if(!quad2Occupied)
{
enemy2X = val7 - 30;
enemy2Y = val8 - 20;
}
else
if(!quad3Occupied)
{
enemy2X = val7 + 35;
enemy2Y = val8 + 35;
}
en2TargetAcquired = false;
enemy2Life = 4;
enemy2MissDisplay = false;
countEn2MissTimer = true;
quad1Occupied = false;
quad2Occupied = false;
quad3Occupied = false;
quad4Occupied = false;
}
if(displayEnemy2)
{
proxEn2X = Math.abs(enemy2X - userX);
proxEn2Y = Math.abs(enemy2Y - userY);
if((proxEn2X < 13) & (proxEn2Y < 13))
{
resetEnemy2 = true;
displayEnemy2 = false;
en2ProxEx = true;
en2ExCycle = 0;
proxEn2ExX = enemy2X;
proxEn2ExY = enemy2Y;
movingLifeBarImageX -= 5;
theLife--;
}
proxEn2X = Math.abs(enemy2X - enemy1X);
proxEn2Y = Math.abs(enemy2Y - enemy1Y);
if((proxEn2X < 8) & (proxEn2Y < 8))
{
resetEnemy2 = true;
displayEnemy2 = false;
en2ProxEx = true;
en2ProxExCycle = 0;
proxEn2ExX = enemy2X;
proxEn2ExY = enemy2Y;
resetEnemy1 = true;
displayEnemy1 = false;
en1ProxEx = true;
en1ProxExCycle = 0;
proxEn1ExX = enemy1X;
proxEn1ExY = enemy1Y;
}
if(displayBonus && !checkBonusDisplay2)
{
checkBonusDisplay2 = true;
en2TargetAcquired = false;
}
if(!en2TargetAcquired)
{
en2TargetAcquired = true;
if(displayBonus)
{
en2TargetX = bonusX;
en2TargetY = bonusY;
}
else
{
en2TargetX = userX;
en2TargetY = userY;
}
}
else
if(en2TargetAcquired)
{
if(enemy2X < en2TargetX)
{
enemy2X++;
if(enemy2Dir != 2)
enemy2Dir = 2;
}
else
if(enemy2X > en2TargetX)
{
enemy2X--;
if(enemy2Dir != 4)
enemy2Dir = 4;
}
else
if(enemy2X == en2TargetX)
if(enemy2Y < en2TargetY)
{
enemy2Y++;
if(enemy2Dir != 3)
enemy2Dir = 3;
}
else
if(enemy2Y > en2TargetY)
{
enemy2Y--;
if(enemy2Dir != 1)
enemy2Dir = 1;
}
else
if(enemy2Y == en2TargetY)
en2TargetAcquired = false;
if(countEn2MissTimer)
if(enemy2CountFire >= enemy2TimerFire)
{
enemy2MissDisplay = true;
countEn2MissTimer = false;
if(enemy2Dir == 1)
{
en2MissileX = enemy2X;
en2MissileY = enemy2Y - 10;
en2MissDir = 1;
}
else
if(enemy2Dir == 2)
{
en2MissileX = enemy2X + 10;
en2MissileY = enemy2Y;
en2MissDir = 2;
}
else
if(enemy2Dir == 3)
{
en2MissileX = enemy2X;
en2MissileY = enemy2Y + 10;
en2MissDir = 3;
}
else
if(enemy2Dir == 4)
{
en2MissileX = enemy2X - 10;
en2MissileY = enemy2Y;
en2MissDir = 4;
}
}
else
{
enemy2CountFire++;
}
}
if(enemy2Dir == 1)
{
if(enemy2 != enemyN)
enemy2 = enemyN;
}
else
if(enemy2Dir == 2)
{
if(enemy2 != enemyE)
enemy2 = enemyE;
}
else
if(enemy2Dir == 3)
{
if(enemy2 != enemyS)
enemy2 = enemyS;
}
else
if(enemy2Dir == 4 && enemy2 != enemyW)
enemy2 = enemyW;
}
if(enemy2MissDisplay)
{
en2MissProxX = Math.abs(en2MissileX - userX);
en2MissProxY = Math.abs(en2MissileY - userY);
if((en2MissProxX < 10) & (en2MissProxY < 10))
{
en2MissEx = true;
en2ExCycle = 0;
en2MissExX = en2MissileX;
en2MissExY = en2MissileY;
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
movingLifeBarImageX -= 5;
theLife--;
}
en2MissProxX = Math.abs(en2MissileX - enemy1X);
en2MissProxY = Math.abs(en2MissileY - enemy1Y);
if((en2MissProxX < 10) & (en2MissProxY < 10))
{
en2MissEx = true;
en2ExCycle = 0;
en2MissExX = en2MissileX;
en2MissExY = en2MissileY;
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
enemy1Life--;
if(enemy1Life <= 0)
{
resetEnemy1 = true;
displayEnemy1 = false;
}
}
if(en2MissDir == 1)
{
if(en2MissileY < upperY)
{
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
}
else
{
en2MissileY -= 4;
}
}
else
if(en2MissDir == 2)
{
if(en2MissileX > rightX)
{
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
}
else
{
en2MissileX += 4;
}
}
else
if(en2MissDir == 3)
{
if(en2MissileY > lowerY)
{
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
}
else
{
en2MissileY += 4;
}
}
else
if(en2MissDir == 4)
if(en2MissileX < leftX)
{
enemy2MissDisplay = false;
countEn2MissTimer = true;
enemy2CountFire = 0;
}
else
{
en2MissileX -= 4;
}
}
if(resetEnemy1)
{
resetEnemy1 = false;
displayEnemy1 = true;
if((enemy2X >= val7) & (enemy2Y < val8))
quad1Occupied = true;
else
if((enemy2X < val7) & (enemy2Y < val8))
quad2Occupied = true;
else
if((enemy2X >= val7) & (enemy2Y >= val8))
quad3Occupied = true;
else
if((enemy2X < val7) & (enemy2Y >= val8))
quad4Occupied = true;
if((userX >= val7) & (userY < val8))
quad1Occupied = true;
else
if((userX < val7) & (userY < val8))
quad2Occupied = true;
else
if((userX >= val7) & (userY >= val8))
quad3Occupied = true;
else
if((userX < val7) & (userY >= val8))
quad4Occupied = true;
if(!quad1Occupied)
{
enemy1X = val7 + 35;
enemy1Y = val8 - 35;
}
else
if(!quad4Occupied)
{
enemy1X = val7 - 30;
enemy1Y = val8 + 20;
}
else
if(!quad2Occupied)
{
enemy1X = val7 - 30;
enemy1Y = val8 - 20;
}
else
if(!quad3Occupied)
{
enemy1X = val7 + 35;
enemy1Y = val8 + 35;
}
quad1Occupied = false;
quad2Occupied = false;
quad3Occupied = false;
quad4Occupied = false;
en1TargetAcquired = false;
enemy1Life = 4;
enemy1MissDisplay = false;
countEn1MissTimer = true;
}
if(displayEnemy1)
{
proxEn1X = Math.abs(enemy1X - userX);
proxEn1Y = Math.abs(enemy1Y - userY);
if((proxEn1X < 13) & (proxEn1Y < 13))
{
resetEnemy1 = true;
displayEnemy1 = false;
en1ProxEx = true;
en1ProxExCycle = 0;
proxEn1ExX = enemy1X;
proxEn1ExY = enemy1Y;
movingLifeBarImageX -= 5;
theLife--;
}
if(displayBonus && !checkBonusDisplay1)
{
checkBonusDisplay1 = true;
en1TargetAcquired = false;
}
if(!en1TargetAcquired)
{
en1TargetAcquired = true;
if(displayBonus)
{
en1TargetX = bonusX;
en1TargetY = bonusY;
}
else
{
en1TargetX = userX;
en1TargetY = userY;
}
}
else
if(en1TargetAcquired)
{
if(enemy1X < en1TargetX)
{
enemy1X++;
if(enemy1Dir != 2)
enemy1Dir = 2;
}
else
if(enemy1X > en1TargetX)
{
enemy1X--;
if(enemy1Dir != 4)
enemy1Dir = 4;
}
else
if(enemy1X == en1TargetX)
if(enemy1Y < en1TargetY)
{
enemy1Y++;
if(enemy1Dir != 3)
enemy1Dir = 3;
}
else
if(enemy1Y > en1TargetY)
{
enemy1Y--;
if(enemy1Dir != 1)
enemy1Dir = 1;
}
else
if(enemy1Y == en1TargetY)
en1TargetAcquired = false;
if(countEn1MissTimer)
if(enemy1CountFire >= enemy1TimerFire)
{
enemy1MissDisplay = true;
countEn1MissTimer = false;
if(enemy1Dir == 1)
{
en1MissileX = enemy1X;
en1MissileY = enemy1Y - 10;
en1MissDir = 1;
}
else
if(enemy1Dir == 2)
{
en1MissileX = enemy1X + 10;
en1MissileY = enemy1Y;
en1MissDir = 2;
}
else
if(enemy1Dir == 3)
{
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