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📄 gfanimationcanvas.java

📁 坦克大战
💻 JAVA
📖 第 1 页 / 共 4 页
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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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