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📄 gfanimationcanvas.java

📁 坦克大战
💻 JAVA
📖 第 1 页 / 共 4 页
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                    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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