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?? enemy.java

?? 基于java的一款游戲的故事。基于java的一款游戲的故事。基于java的一款游戲的故事。
?? JAVA
?? 第 1 頁 / 共 2 頁
字號:
package com.thinkenjoy.feitian;

import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
//import java.util.Random;

//import com.thinkenjoy.control.ThreadCanvas;
import com.thinkenjoy.tools.ImageSet;
import com.thinkenjoy.tools.Tools;
import com.thinkenjoy.feitian.screen.PlayScreen;
import com.thinkenjoy.control.Control;

/**
 * 那個Stage類里面你們只用把
 * initial(int stageNum)中的scale改成0,就可以是完整的一關了
 * @author yougq
 *
 * 敵人
 */
public class Enemy extends FightingObject {
  private static int x = 0, y = 0; //記錄子彈的X,Y坐標
  /**
   * boss是否死去
   */
  public boolean bossIsDead = false;

  public static ImageSet enemyImageSet;

  public static ImageSet bossImageSet;
  /**
   * boss的閃爍
   */
  private int bossShieldFlash;

  /**
   * 敵人運動軌跡種類
   */
  private static final int A1 = 1;
  private static final int A2 = 2;
  private static final int A3 = 3;
  private static final int A4 = 4;
  private static final int A5 = 5;
  private static final int A6 = 6;
  private static final int A7 = 7;
  private static final int A8 = 8;
  private static final int A9 = 9;
  private static final int A10 = 10;
  private static final int A11 = 11;
  private static final int A12 = 12;
  /**
   * 敵人種類對應的大小
   */
  protected static final byte[] enemy_width = {30, 40, 35, 25, 35, 15, 30, 20,
                                              20, 20,
                                              15, 15, 15, 20, 20, 20, 20, 20,
                                              15, 15,
                                              20, 15, 20, 30, 30, 30, 60};
  protected static final byte[] enemy_height = {35, 25, 30, 30, 45, 15, 30, 25,
                                               25, 25,
                                               15, 15, 15, 15, 15, 15, 15, 15,
                                               20, 10,
                                               15, 15, 15, 20, 20, 20, 60};

  /**
   * 敵人運動軌跡的相應軌跡初始值
   */
  protected int scriptNum;

  /**
   * 每種怪物移動的軌跡種類(一一對應)
   */
  protected static final byte[] enemy_moveType = {10, 10, 4, 5, 10, 6, 10, 2, 2,
                                                 2,
                                                 4, 5, 5, 1, 1, 1, 1, 1, 9, 3,
                                                 9, 9, 9, 3, 3, 10, 12};
  /**
   * 每種怪物的速度(一一對應 )
   */
  protected static final byte[] enemy_speedY = {1, 1, 3, 3, 1, 3, 1, 3, 3, 3,
                                               2, 3, 3, 3, 3, 3, 3, 3, 1, 3,
                                               1, 1, 1, 3, 3, 1, 3};
  protected static final byte[] enemy_speedX = {3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
                                               3, 3, 3, 3, 3, 3, 3, 3, 5, 6,
                                               6, 6, 6, 3, 3, 3, 3};
  /**
   * 每種怪物子彈軌跡(一一對應)
   */
  protected static final int[] enemy_bulletType = {1, 2, 2, 3, 1, 1, 0, 1, 4, 1,
                                                  1, 1, 4, 0, 0, 0, 1, 3, 0, 1,
                                                  0, 0, 0, 1, 2, 0, 5};
  protected int bulletType;
  /**
   * 每種怪物對應的子彈圖片
   */
  protected static final byte[] bulletImage = {6 - 1, 6 - 1, 10 - 1, 12 - 1,
                                              8 - 1, 6 - 1, 0, 7 - 1, 8 - 1,
                                              9 - 1,
                                              6 - 1, 6 - 1, 6 - 1, 6 - 1, 6 - 1,
                                              6 - 1, 9 - 1, 12 - 1, 0, 8 - 1,
                                              0, 0, 0, 11 - 1, 7 - 1, 0, 6 - 1};
  /**
   * 每個怪物子彈發射的延遲(一一對應)
   */
  protected static final byte[] bDShoot = {20, 20, 20, 20, 20, 10, 0, 10, 10,
                                          20,
                                          20, 20, 20, 0, 0, 0, 10, 10, 0, 10,
                                          0, 0, 0, 10, 10, 10, 25};
  /**
   * 每種怪物的分值(一一對應)
   */
  protected static final int[] enemy_scoreType = {20, 20, 20, 20, 50, 20, 25,
                                                 10, 10, 10,
                                                 10, 10, 10, 10, 10, 10, 10, 10,
                                                 10, 10,
                                                 5, 5, 5, 25, 25, 25, 500};
  /**
   * 一一對應的怪物血值(用于賦予super.energy)
   */
  protected static final int[] enemy_energy = {20, 20, 20, 20, 50, 20, 25, 10,
                                              10, 10,
                                              10, 10, 10, 10, 10, 10, 10, 10,
                                              10, 10,
                                              5, 5, 5, 25, 25, 25, 1500};

  /**
   * 在一個軌跡上需要刷屏的次數
   */
  protected int scriptLength;
  //#if NOK_7370 || MOT_E2
  //# /**
   //# * 一一對應的需要刷屏的次數
   //# */
  //# protected static final byte[] sLength = {  60,60,0,60,60,0 ,60,40,40,40,
  //# 0 , 0, 0,60,60,60,60,60,40,3 ,
  //# 40,40,40,30,30,60,  40};
  //#else
  /**
   * 一一對應的需要刷屏的次數
   */
  protected static final byte[] sLength = {60, 60, 0, 60, 60, 0, 40, 20, 20, 20,
                                          0, 0, 0, 40, 40, 40, 40, 40, 20, 3,
                                          20, 20, 20, 10, 10, 60, 20};
  //#endif

  /**
   * 記錄在一個軌跡下的刷屏次數
   */
  protected int runtime;

  /**
   * 記錄一個怪物狀態下的刷屏次數
   */
  protected int runCount;

  /**
   * 控制某種軌跡下的加速度
   */
  protected int accelerate;

  /**
   * 此種敵人的分數
   */
  protected int score;

  protected boolean toggle = false;

  protected boolean visible = true;

  public Enemy(int type, int hitPow, int speedX, int speedY, int locX, int locY,
               int width, int height) {
    super(type, hitPow, speedX, speedY, locX, locY, width, height);
    if (enemyImageSet == null) {
      initialEnemy();
    }
    if (bossImageSet == null) {
      initialBoss();
    }
  }

  private void initialBoss() {
    bossImageSet = new ImageSet(1);
    //#if NOK_QD
    //# Image[] tempBossImage = new Image[2];
    //# tempBossImage[0] = Tools.getImage("images/stage/enemy_"+(78+(Control.getStage()-1)*2+1));
    //# tempBossImage[1] = Tools.getImage("images/stage/enemy_"+(78+(Control.getStage()-1)*2+2));
    //# bossImageSet.addState(tempBossImage,200);
    //#else
    Image tempBossImage_1 = Tools.getImage("images/stage/boss" +
                                           Control.getStage());
    //#if NOK_7260 || NOK_6101
    //# if(Control.getStage()==1)bossImageSet.addState(ImageSet.extractFrames(tempBossImage_1,0, 0, 2, 1, 48, 42), 200);
    //# if(Control.getStage()==2)bossImageSet.addState(ImageSet.extractFrames(tempBossImage_1,0, 0, 2, 1, 33, 32), 250);
    //# if(Control.getStage()==3)bossImageSet.addState(ImageSet.extractFrames(tempBossImage_1,0, 0, 2, 1, 34, 45), 300);
    //# if(Control.getStage()==4)bossImageSet.addState(ImageSet.extractFrames(tempBossImage_1,0, 0, 2, 1, 38, 49), 350);
    //#else
    if (Control.getStage() == 1) bossImageSet.addState(ImageSet.extractFrames(
      tempBossImage_1, 0, 0, 2, 1, 84, 75), 200);
    if (Control.getStage() == 2) bossImageSet.addState(ImageSet.extractFrames(
      tempBossImage_1, 0, 0, 2, 1, 69, 64), 250);
    if (Control.getStage() == 3) bossImageSet.addState(ImageSet.extractFrames(
      tempBossImage_1, 0, 0, 2, 1, 54, 71), 300);
    if (Control.getStage() == 4) bossImageSet.addState(ImageSet.extractFrames(
      tempBossImage_1, 0, 0, 2, 1, 64, 85), 350);
    //#endif
    tempBossImage_1 = null;
    //#endif
    System.gc();
  }

  public static void initialEnemy() {
    enemyImageSet = new ImageSet(27);
    //#if NOK_QD
    //# for(int i = 0 ; i<30; i++)
    //# {
    //# if(i<26)
    //# {
    //# Image[] threeSet = new Image[3];
    //# threeSet[0] = Tools.getImage("images/stage/enemy_"+(i*3+1));
    //# threeSet[1] = Tools.getImage("images/stage/enemy_"+(i*3+2));
    //# threeSet[2] = Tools.getImage("images/stage/enemy_"+(i*3+3));
    //# enemyImageSet.addState(threeSet,200);
    //# } else {
    //# Image[] twoSet = new Image[2];
    //# twoSet[0] = Tools.getImage("images/stage/enemy_" + 35);
    //# twoSet[1] = Tools.getImage("images/stage/enemy_" + 35);
    //# enemyImageSet.addState(twoSet, 200);
    //# }
    //# }
    //#else
    Image tempEnemyImage_1 = Tools.getImage("images/stage/enemy_1");
    Image tempEnemyImage_2 = Tools.getImage("images/stage/enemy_2");
    Image tempEnemyImage_3 = Tools.getImage("images/stage/enemy_3");
    Image tempEnemyImage_4 = Tools.getImage("images/stage/enemy_4");
    //#if NOK_7260 || NOK_7210 || NOK_6101
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 47, 3, 1, 22, 23),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 94, 3, 1, 30, 22),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 71, 3, 1, 21, 22),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 28, 3, 1, 17, 18),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 0, 3, 1, 23, 27),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 1, 79, 3, 1, 12, 13),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 93, 3, 1, 25, 22),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 0, 3, 1, 17, 20),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 20, 3, 1, 17, 20),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 40, 3, 1,17, 20),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 61, 3, 1, 14, 10),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 71, 3, 1, 7, 14),450);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 85, 3, 1, 12, 14),450);
    //#
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 0, 3, 1, 12, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 12, 3, 1, 12, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 24, 3, 1, 12, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 36, 3, 1, 12, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 48, 3, 1, 12, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 99, 3, 1, 14, 19),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 119, 3, 1,17, 9),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 1, 45, 3, 1, 15, 10),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 56, 3, 1, 15, 11),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 1, 67, 3, 1, 15, 12),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 0, 3, 1, 26, 15),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 16, 3, 1, 26, 15),300);
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 30, 3, 1, 26, 15),300);
    //#
    //# enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3,0, 0, 2, 1, 2, 2), 200);
    //#else
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 75, 3, 1,
                                                  32, 36), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 144, 3,
                                                  1, 41, 26), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 111, 3,
                                                  1, 35, 33), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 45, 3, 1,
                                                  27, 30), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_1, 0, 0, 3, 1,
                                                  37, 45), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 108, 3,
                                                  1, 16, 17), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 125, 3,
                                                  1, 32, 30), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 0, 3, 1,
                                                  21, 25), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 25, 3, 1,
                                                  21, 25), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 50, 3, 1,
                                                  21, 25), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 74, 3, 1,
                                                  16, 13), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 88, 3, 1,
                                                  7, 14), 450);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 102, 3,
                                                  1, 15, 17), 450);

    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 0, 3, 1,
                                                  14, 18), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 18, 3, 1,
                                                  14, 18), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 36, 3, 1,
                                                  14, 18), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 54, 3, 1,
                                                  14, 18), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_4, 0, 72, 3, 1,
                                                  14, 18), 300);
    //TODO:初始化enemyImageSet
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 119, 3,
                                                  1, 14, 20), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_2, 0, 139, 3,
                                                  1, 17, 9), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 63, 3, 1,
                                                  20, 15), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 1, 77, 3, 1,
                                                  17, 15), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 1, 93, 3, 1,
                                                  20, 15), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 0, 3, 1,
                                                  34, 21), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 21, 3, 1,
                                                  34, 21), 300);
    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 42, 3, 1,
                                                  34, 22), 300);

    enemyImageSet.addState(ImageSet.extractFrames(tempEnemyImage_3, 0, 0, 2, 1,
                                                  2, 2), 200);
    //#endif
    tempEnemyImage_1 = null;
    tempEnemyImage_2 = null;
    tempEnemyImage_3 = null;
    tempEnemyImage_4 = null;
    //#endif
    System.gc();
  }

  public void dead() {
    super.reset();
    super.gunId = 10;
    super.curExpAniId = 0;
    scriptNum = 0;
    scriptLength = 0;
    runtime = 0;
    accelerate = 0;
    toggle = false;
    visible = false;
    super.currentFrame = 0;
  }

  public void reset() {
    dead();
  }

  /**
   * 初始化敵人,每種類型的敵人對應的屬性值不相同
   *
   * @param type
   * @param locX
   * @param locY
   */
  public void initial(int type, int locX, int locY) {
    visible = true;
    super.imageSet = enemyImageSet;
    super.initial(type, 1, enemy_speedX[type], enemy_speedY[type], locX, locY,
                  enemy_width[type], enemy_height[type]);
    if (type < 26) { //小怪
      super.energy = enemy_energy[type];
      super.bDelayShoot = bDShoot[type];
      score = enemy_scoreType[type];
      bulletType = enemy_bulletType[type];
    } else { //Boss
      super.energy = enemy_energy[type] + Control.getStage() * 500;
      super.bDelayShoot = bDShoot[type] - Control.getStage() * 5;
      score = enemy_scoreType[type] * Control.getStage();

      bulletType = enemy_bulletType[type] + Control.getStage();
    }

    scriptNum = 0;
    scriptLength = sLength[type]; //刷頻次數
    if (sLength[type] == 0) {
      //#if NOK_7260 || NOK_7210 || NOK_6101
      //# scriptLength = Tools.getRand(15,25);
      //#else
      scriptLength = Tools.getRand(25, 35);
      //#endif
    }
    super.currentState = type; //對應的怪物圖片(種類)
    runtime = 0;

    initialBullet(bulletImage[type], 5, -7, -5, 8, 6);
    if (bulletImage[type] != 0)
      super.gunId = bulletImage[type];
  }

  public boolean isDead() {
    return super.isDead() && !visible;
  }

  /**
   * 處理敵人的軌跡,每種敵人都有自己的軌跡
   *
   * @param pLocX
   * @param pLocY
   */
  public void cycle(int pLocX, int pLocY) {
    super.cycle();
    if (super.isDead())
      return;
    super.animateCycle();
    switch (enemy_moveType[type]) {
    //TODO:處理敵人的軌跡及動作
    case A1: //A1
      if (runtime++ < scriptLength) {
        move( -getSpeedX(), 0);
      } else {
        move(getSpeedX(), 0);
      }
      break;

    case A2: //A2
      if (runtime++ < scriptLength) {
        switch (scriptNum) {
        case 0:
        default:
          move( -getSpeedX(), 0);
          break;
        case 1:
          if (super.delayShoot <= 0) {
            fire(pLocX, pLocY);
          }
          break;
        case 2:
          move(getSpeedX(), 0);
          break;
        }
      } else {
        runtime = 0;
        scriptNum++;
        if (scriptNum == 1) {
          scriptLength = 20;
        }
        if (scriptNum > 2) {
          scriptNum = 2;
        }
      }
      break;

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