📄 gfanimationcanvas.java
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if(gameOver)
g.drawImage(gameover, gameOverX, gameOverY, 3);
}
public void gameOver()
{
tt.cancel();
tm.cancel();
tm = new Timer();
tt = new GFAnimateTimerTask(this);
tm.schedule(tt, 0x186a0L);
}
public void reStartSA()
{
tm = new Timer();
tt = new GFAnimateTimerTask(this);
tm.schedule(tt, 0L, 100L);
changeDisplay = false;
gameOver = false;
userMoving = false;
userFire = false;
userMissEx = false;
displayEnemy1 = false;
resetEnemy1 = true;
en1TargetAcquired = false;
enemy1MissDisplay = false;
countEn1MissTimer = true;
en1MissEx = false;
en1ProxEx = false;
displayEnemy2 = false;
resetEnemy2 = true;
en2TargetAcquired = false;
enemy2MissDisplay = false;
countEn2MissTimer = true;
en2MissEx = false;
en2ProxEx = false;
quad1Occupied = false;
quad2Occupied = false;
quad3Occupied = false;
quad4Occupied = false;
resetBonus = true;
displayBonus = false;
delayBonus = false;
checkBonusDisplay1 = false;
checkBonusDisplay2 = false;
displayLevelComplete = false;
resetLevel = false;
user = userN;
enemy1 = enemyN;
enemy2 = enemyN;
whichBonusImage = barrel;
}
protected void hideNotify()
{
}
public void commandAction(Command command, Displayable displayable)
{
if(command == cmClose)
{
tt.cancel();
tm.cancel();
hideNotify();
midlet.RRScore(theScore);
midlet.RMSScore();
}
}
protected void keyRepeated(int i)
{
if(hasRepeatEvents())
{
tt.repeatKey = true;
tt.m_gameAction = i;
}
}
protected void keyPressed(int i)
{
keyTest = getGameAction(i);
switch(keyTest)
{
case 3: //'\003'
case 4: //'\004'
case 7: //'\007'
case 9: //'\t'
default:
break;
case 8: //'\b'
if(!userFire)
{
userFire = true;
if(userDirection == 1)
{
missileX = userX;
missileY = userY - 10;
missileDir = 1;
}
else
if(userDirection == 2)
{
missileX = userX + 10;
missileY = userY;
missileDir = 2;
}
else
if(userDirection == 3)
{
missileX = userX;
missileY = userY + 10;
missileDir = 3;
}
else
if(userDirection == 4)
{
missileX = userX - 10;
missileY = userY;
missileDir = 4;
}
}
break;
case 1: //'\001'
if(!userMoving)
userMoving = true;
if(!userMoving)
break;
if(userDirection == 1)
{
if(userY >= val1)
userY -= 2;
break;
}
if(userDirection == 3)
{
userDirection = 2;
break;
}
if(userDirection != 1)
userDirection = 1;
break;
case 6: //'\006'
if(!userMoving)
userMoving = true;
if(!userMoving)
break;
if(userDirection == 3)
{
if(userY <= val2)
userY += 2;
break;
}
if(userDirection == 1)
{
userDirection = 2;
break;
}
if(userDirection != 3)
userDirection = 3;
break;
case 2: //'\002'
if(!userMoving)
userMoving = true;
if(!userMoving)
break;
if(userDirection == 4)
{
if(userX >= val3)
userX -= 2;
break;
}
if(userDirection == 2)
{
userDirection = 3;
break;
}
if(userDirection != 4)
userDirection = 4;
break;
case 5: //'\005'
if(!userMoving)
userMoving = true;
if(!userMoving)
break;
if(userDirection == 2)
{
if(userX <= val4)
userX += 2;
break;
}
if(userDirection == 4)
{
userDirection = 3;
break;
}
if(userDirection != 2)
userDirection = 2;
break;
}
tt.repeatKey = true;
tt.m_gameAction = i;
}
protected void keyReleased(int i)
{
tt.repeatKey = false;
if(userMoving)
userMoving = false;
}
private Random random;
private GroundForce midlet;
private Command cmClose;
Image bck;
Image points;
Image gameover;
Image life;
Image upperBar;
Image lowerBar;
Image blackout;
Image levelComplete;
Image ex1;
Image ex2;
Image ex3;
Image ex4;
Image ex5;
Image user;
Image userN;
Image userE;
Image userS;
Image userW;
Image missile;
Image enemy1;
Image enemy2;
Image enemyN;
Image enemyE;
Image enemyS;
Image enemyW;
Image barrel;
Image whichBonusImage;
private Timer tm;
private Timer m_scheduler;
private GFAnimateTimerTask tt;
private int width;
private int height;
int keyTest;
private int heightDiff;
private int widthDiff;
int upperY;
int lowerY;
int rightX;
int leftX;
int bckgrndX;
int bckgrndY;
int actualSizeX;
int actualSizeY;
int startClipX;
int xSize;
int startClipY;
int ySize;
Font theFont;
int theLife;
String stringTheLife;
int scorePosX;
int scorePosY;
int heartX;
int heartY;
int pointsX;
int pointsY;
int theScore;
String stringTheScore;
boolean changeDisplay;
int userX;
int userY;
int gameOverX;
int gameOverY;
boolean gameOver;
int val1;
int val2;
int val3;
int val4;
int val5;
int val6;
int val7;
int val8;
int val9;
int val10;
int val11;
int val12;
int val13;
int val14;
int val15;
int val16;
int val17;
int val18;
int val19;
int val20;
int lifeBarImageX;
int lifeBarImageY;
int movingLifeBarImageX;
int userDirection;
boolean userMoving;
boolean userFire;
int missileX;
int missileY;
int missileDir;
int proxX;
int proxY;
int userMissProxX;
int userMissProxY;
boolean userMissEx;
int userExCycle;
int exX;
int exY;
int enemy1X;
int enemy1Y;
boolean displayEnemy1;
boolean resetEnemy1;
int enemy1Dir;
boolean en1TargetAcquired;
int en1TargetX;
int en1TargetY;
int enemy1Life;
int enemy1TimerFire;
int enemy1CountFire;
boolean enemy1MissDisplay;
int en1MissileX;
int en1MissileY;
int en1MissDir;
boolean countEn1MissTimer;
int en1MissProxX;
int en1MissProxY;
boolean en1MissEx;
int en1ExCycle;
int en1MissExX;
int en1MissExY;
int proxEn1X;
int proxEn1Y;
int proxEn1ExX;
int proxEn1ExY;
int en1ProxExCycle;
boolean en1ProxEx;
int enemy2X;
int enemy2Y;
boolean displayEnemy2;
boolean resetEnemy2;
int enemy2Dir;
boolean en2TargetAcquired;
int en2TargetX;
int en2TargetY;
int enemy2Life;
int enemy2TimerFire;
int enemy2CountFire;
boolean enemy2MissDisplay;
int en2MissileX;
int en2MissileY;
int en2MissDir;
boolean countEn2MissTimer;
int en2MissProxX;
int en2MissProxY;
boolean en2MissEx;
int en2ExCycle;
int en2MissExX;
int en2MissExY;
int proxEn2X;
int proxEn2Y;
int proxEn2ExX;
int proxEn2ExY;
int en2ProxExCycle;
boolean en2ProxEx;
boolean quad1Occupied;
boolean quad2Occupied;
boolean quad3Occupied;
boolean quad4Occupied;
int bonusX;
int bonusY;
boolean resetBonus;
boolean displayBonus;
int delayBonusCounter;
int displayBonusCounter;
int whichBonus;
boolean delayBonus;
int countBonusImage;
int whichBonusType;
boolean checkBonusDisplay1;
boolean checkBonusDisplay2;
boolean displayLevelComplete;
int displayLevelCompleteCounter;
int enemyDestroyed;
int levelLimit;
boolean resetLevel;
}
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