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📄 m_tank.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
📖 第 1 页 / 共 4 页
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            if (GameBase.skill.value >= 2)                if (self.enemy.health > 0)                    if (GameUtil.visible(self, self.enemy))                        if (Lib.random() <= 0.4) {                            self.monsterinfo.currentmove = tank_move_attack_fire_rocket;                            return true;                        }            self.monsterinfo.currentmove = tank_move_attack_post_rocket;            return true;        }    };    static mframe_t tank_frames_attack_strike[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 6, null),            new mframe_t(GameAI.ai_move, 7, null),            new mframe_t(GameAI.ai_move, 9, tank_footstep),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 2, tank_footstep),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, 0, tank_windup),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, TankStrike),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -10, null),            new mframe_t(GameAI.ai_move, -10, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, -2, tank_footstep) };    static mmove_t tank_move_attack_strike = new mmove_t(FRAME_attak201,            FRAME_attak238, tank_frames_attack_strike, tank_poststrike);    static mframe_t tank_frames_attack_pre_rocket[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            // 10)            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 1, null),            new mframe_t(GameAI.ai_charge, 2, null),            new mframe_t(GameAI.ai_charge, 7, null),            new mframe_t(GameAI.ai_charge, 7, null),            new mframe_t(GameAI.ai_charge, 7, tank_footstep),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            // 20)            new mframe_t(GameAI.ai_charge, -3, null) };    static mmove_t tank_move_attack_pre_rocket = new mmove_t(FRAME_attak301,            FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket);    static mframe_t tank_frames_attack_fire_rocket[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, -3, null), // Loop Start 22 )            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, TankRocket), // 24)            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, TankRocket),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, -1, TankRocket) // 30 Loop End    };    static mmove_t tank_move_attack_fire_rocket = new mmove_t(FRAME_attak322,            FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket);    static mframe_t tank_frames_attack_post_rocket[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null), // 31)            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 2, null),            new mframe_t(GameAI.ai_charge, 3, null),            new mframe_t(GameAI.ai_charge, 4, null),            new mframe_t(GameAI.ai_charge, 2, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            // 40)            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, -9, null),            new mframe_t(GameAI.ai_charge, -8, null),            new mframe_t(GameAI.ai_charge, -7, null),            new mframe_t(GameAI.ai_charge, -1, null),            new mframe_t(GameAI.ai_charge, -1, tank_footstep),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            // 50)            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t tank_move_attack_post_rocket = new mmove_t(FRAME_attak331,            FRAME_attak353, tank_frames_attack_post_rocket, tank_run);    static mframe_t tank_frames_attack_chain[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(null, 0, TankMachineGun),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t tank_move_attack_chain = new mmove_t(FRAME_attak401,            FRAME_attak429, tank_frames_attack_chain, tank_run);    static EntThinkAdapter tank_attack = new EntThinkAdapter() {    	public String getID(){ return "tank_attack"; }        public boolean think(edict_t self) {            float[] vec = { 0, 0, 0 };            float range;            float r;            if (self.enemy.health < 0) {                self.monsterinfo.currentmove = tank_move_attack_strike;                self.monsterinfo.aiflags &= ~Defines.AI_BRUTAL;                return true;            }            Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec);            range = Math3D.VectorLength(vec);            r = Lib.random();            if (range <= 125) {                if (r < 0.4)                    self.monsterinfo.currentmove = tank_move_attack_chain;                else                    self.monsterinfo.currentmove = tank_move_attack_blast;            } else if (range <= 250) {                if (r < 0.5)                    self.monsterinfo.currentmove = tank_move_attack_chain;                else                    self.monsterinfo.currentmove = tank_move_attack_blast;            } else {                if (r < 0.33)                    self.monsterinfo.currentmove = tank_move_attack_chain;                else if (r < 0.66) {                    self.monsterinfo.currentmove = tank_move_attack_pre_rocket;                    self.pain_debounce_time = GameBase.level.time + 5.0f; // no                                                                          // pain                                                                          // for                                                                          // a                                                                          // while                } else                    self.monsterinfo.currentmove = tank_move_attack_blast;            }            return true;        }    };    //    // death    //    static EntThinkAdapter tank_dead = new EntThinkAdapter() {    	public String getID(){ return "tank_dead"; }        public boolean think(edict_t self) {            Math3D.VectorSet(self.mins, -16, -16, -16);            Math3D.VectorSet(self.maxs, 16, 16, -0);            self.movetype = Defines.MOVETYPE_TOSS;            self.svflags |= Defines.SVF_DEADMONSTER;            self.nextthink = 0;            GameBase.gi.linkentity(self);            return true;        }    };    static mframe_t tank_frames_death1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -7, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 6, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -2, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -4, null),            new mframe_t(GameAI.ai_move, -6, null),            new mframe_t(GameAI.ai_move, -4, null),            new mframe_t(GameAI.ai_move, -5, null),            new mframe_t(GameAI.ai_move, -7, null),            new mframe_t(GameAI.ai_move, -15, tank_thud),            new mframe_t(GameAI.ai_move, -5, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t tank_move_death = new mmove_t(FRAME_death101,            FRAME_death132, tank_frames_death1, tank_dead);    static EntDieAdapter tank_die = new EntDieAdapter() {    	public String getID(){ return "tank_die"; }        public void die(edict_t self, edict_t inflictor, edict_t attacker,                int damage, float[] point) {            int n;            // check for gib            if (self.health <= self.gib_health) {                GameBase.gi                        .sound(self, Defines.CHAN_VOICE, GameBase.gi                                .soundindex("misc/udeath.wav"), 1,                                Defines.ATTN_NORM, 0);                for (n = 0; n < 1 /* 4 */; n++)                    GameMisc.ThrowGib(self,                            "models/objects/gibs/sm_meat/tris.md2", damage,                            Defines.GIB_ORGANIC);                for (n = 0; n < 4; n++)                    GameMisc.ThrowGib(self,                            "models/objects/gibs/sm_metal/tris.md2", damage,                            Defines.GIB_METALLIC);                GameMisc.ThrowGib(self, "models/objects/gibs/chest/tris.md2",                        damage, Defines.GIB_ORGANIC);                GameMisc.ThrowHead(self, "models/objects/gibs/gear/tris.md2",                        damage, Defines.GIB_METALLIC);                self.deadflag = Defines.DEAD_DEAD;                return;            }            if (self.deadflag == Defines.DEAD_DEAD)                return;            // regular death            GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die, 1,                    Defines.ATTN_NORM, 0);            self.deadflag = Defines.DEAD_DEAD;            self.takedamage = Defines.DAMAGE_YES;            self.monsterinfo.currentmove = tank_move_death;        }    };    //    // monster_tank    //    /*     * QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush     * Trigger_Spawn Sight     */    /*     * QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush     * Trigger_Spawn Sight     */    public static EntThinkAdapter SP_monster_tank = new EntThinkAdapter() {    	public String getID(){ return "SP_monster_tank"; }        public boolean think(edict_t self) {            if (GameBase.deathmatch.value != 0) {                GameUtil.G_FreeEdict(self);                return true;            }            self.s.modelindex = GameBase.gi                    .modelindex("models/monsters/tank/tris.md2");            Math3D.VectorSet(self.mins, -32, -32, -16);            Math3D.VectorSet(self.maxs, 32, 32, 72);            self.movetype = Defines.MOVETYPE_STEP;            self.solid = Defines.SOLID_BBOX;            sound_pain = GameBase.gi.soundindex("tank/tnkpain2.wav");            sound_thud = GameBase.gi.soundindex("tank/tnkdeth2.wav");            sound_idle = GameBase.gi.soundindex("tank/tnkidle1.wav");            sound_die = GameBase.gi.soundindex("tank/death.wav");            sound_step = GameBase.gi.soundindex("tank/step.wav");            sound_windup = GameBase.gi.soundindex("tank/tnkatck4.wav");            sound_strike = GameBase.gi.soundindex("tank/tnkatck5.wav");            sound_sight = GameBase.gi.soundindex("tank/sight1.wav");            GameBase.gi.soundindex("tank/tnkatck1.wav");            GameBase.gi.soundindex("tank/tnkatk2a.wav");            GameBase.gi.soundindex("tank/tnkatk2b.wav");            GameBase.gi.soundindex("tank/tnkatk2c.wav");            GameBase.gi.soundindex("tank/tnkatk2d.wav");            GameBase.gi.soundindex("tank/tnkatk2e.wav");            GameBase.gi.soundindex("tank/tnkatck3.wav");            if (Lib.strcmp(self.classname, "monster_tank_commander") == 0) {                self.health = 1000;                self.gib_health = -225;            } else {                self.health = 750;                self.gib_health = -200;            }            self.mass = 500;            self.pain = tank_pain;            self.die = tank_die;            self.monsterinfo.stand = tank_stand;            self.monsterinfo.walk = tank_walk;            self.monsterinfo.run = tank_run;            self.monsterinfo.dodge = null;            self.monsterinfo.attack = tank_attack;            self.monsterinfo.melee = null;            self.monsterinfo.sight = tank_sight;            self.monsterinfo.idle = tank_idle;            GameBase.gi.linkentity(self);            self.monsterinfo.currentmove = tank_move_stand;            self.monsterinfo.scale = MODEL_SCALE;            GameAI.walkmonster_start.think(self);            if (Lib.strcmp(self.classname, "monster_tank_commander") == 0)                self.s.skinnum = 2;            return true;        }    };}

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