⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 m_soldier.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
📖 第 1 页 / 共 5 页
字号:
                self.monsterinfo.pausetime = GameBase.level.time                        + (3 + Lib.rand() % 8) * Defines.FRAMETIME;            Monster.monster_fire_bullet(self, start, aim, 2, 4,                    Defines.DEFAULT_BULLET_HSPREAD,                    Defines.DEFAULT_BULLET_VSPREAD, flash_index);            if (GameBase.level.time >= self.monsterinfo.pausetime)                self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;            else                self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;        }    }    static EntThinkAdapter soldier_cock = new EntThinkAdapter() {    	public String getID(){ return "soldier_cock"; }        public boolean think(edict_t self) {            if (self.s.frame == FRAME_stand322)                GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1,                        Defines.ATTN_IDLE, 0);            else                GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1,                        Defines.ATTN_NORM, 0);            return true;        }    };    // STAND    static mframe_t soldier_frames_stand1[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 0, soldier_idle),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null) };    static mmove_t soldier_move_stand1 = new mmove_t(FRAME_stand101,            FRAME_stand130, soldier_frames_stand1, soldier_stand);    static mframe_t soldier_frames_stand3[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, soldier_cock),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null) };    static mmove_t soldier_move_stand3 = new mmove_t(FRAME_stand301,            FRAME_stand339, soldier_frames_stand3, soldier_stand);    static mframe_t soldier_frames_walk1[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 3, null),            new mframe_t(GameAI.ai_walk, 6, null),            new mframe_t(GameAI.ai_walk, 2, null),            new mframe_t(GameAI.ai_walk, 2, null),            new mframe_t(GameAI.ai_walk, 2, null),            new mframe_t(GameAI.ai_walk, 1, null),            new mframe_t(GameAI.ai_walk, 6, null),            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 3, null),            new mframe_t(GameAI.ai_walk, -1, soldier_walk1_random),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null),            new mframe_t(GameAI.ai_walk, 0, null) };    static mmove_t soldier_move_walk1 = new mmove_t(FRAME_walk101,            FRAME_walk133, soldier_frames_walk1, null);    static mframe_t soldier_frames_walk2[] = new mframe_t[] {            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 4, null),            new mframe_t(GameAI.ai_walk, 9, null),            new mframe_t(GameAI.ai_walk, 8, null),            new mframe_t(GameAI.ai_walk, 5, null),            new mframe_t(GameAI.ai_walk, 1, null),            new mframe_t(GameAI.ai_walk, 3, null),            new mframe_t(GameAI.ai_walk, 7, null),            new mframe_t(GameAI.ai_walk, 6, null),            new mframe_t(GameAI.ai_walk, 7, null) };    static mmove_t soldier_move_walk2 = new mmove_t(FRAME_walk209,            FRAME_walk218, soldier_frames_walk2, null);    //    // RUN    //    static mframe_t soldier_frames_start_run[] = new mframe_t[] {            new mframe_t(GameAI.ai_run, 7, null),            new mframe_t(GameAI.ai_run, 5, null) };    static mmove_t soldier_move_start_run = new mmove_t(FRAME_run01,            FRAME_run02, soldier_frames_start_run, soldier_run);    static mframe_t soldier_frames_run[] = new mframe_t[] {            new mframe_t(GameAI.ai_run, 10, null),            new mframe_t(GameAI.ai_run, 11, null),            new mframe_t(GameAI.ai_run, 11, null),            new mframe_t(GameAI.ai_run, 16, null),            new mframe_t(GameAI.ai_run, 10, null),            new mframe_t(GameAI.ai_run, 15, null) };    static mmove_t soldier_move_run = new mmove_t(FRAME_run03, FRAME_run08,            soldier_frames_run, null);    //    // DUCK    //    static EntThinkAdapter soldier_duck_hold = new EntThinkAdapter() {    	public String getID(){ return "soldier_duck_hold"; }        public boolean think(edict_t self) {            if (GameBase.level.time >= self.monsterinfo.pausetime)                self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;            else                self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;            return true;        }    };    //    // PAIN    //    static mframe_t soldier_frames_pain1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -3, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t soldier_move_pain1 = new mmove_t(FRAME_pain101,            FRAME_pain105, soldier_frames_pain1, soldier_run);    static mframe_t soldier_frames_pain2[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -13, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 2, null) };    static mmove_t soldier_move_pain2 = new mmove_t(FRAME_pain201,            FRAME_pain207, soldier_frames_pain2, soldier_run);    static mframe_t soldier_frames_pain3[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, -8, null),            new mframe_t(GameAI.ai_move, 10, null),            new mframe_t(GameAI.ai_move, -4, null),            new mframe_t(GameAI.ai_move, -1, null),            new mframe_t(GameAI.ai_move, -3, 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, 1, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 3, null),            new mframe_t(GameAI.ai_move, 2, null) };    static mmove_t soldier_move_pain3 = new mmove_t(FRAME_pain301,            FRAME_pain318, soldier_frames_pain3, soldier_run);    static mframe_t soldier_frames_pain4[] = new mframe_t[] {            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, -10, null),            new mframe_t(GameAI.ai_move, -6, null),            new mframe_t(GameAI.ai_move, 8, null),            new mframe_t(GameAI.ai_move, 4, null),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 2, null),            new mframe_t(GameAI.ai_move, 5, null),            new mframe_t(GameAI.ai_move, 2, 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, 2, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t soldier_move_pain4 = new mmove_t(FRAME_pain401,            FRAME_pain417, soldier_frames_pain4, soldier_run);    //    // ATTACK    //    static int blaster_flash[] = { Defines.MZ2_SOLDIER_BLASTER_1,            Defines.MZ2_SOLDIER_BLASTER_2, Defines.MZ2_SOLDIER_BLASTER_3,            Defines.MZ2_SOLDIER_BLASTER_4, Defines.MZ2_SOLDIER_BLASTER_5,            Defines.MZ2_SOLDIER_BLASTER_6, Defines.MZ2_SOLDIER_BLASTER_7,            Defines.MZ2_SOLDIER_BLASTER_8 };    static int shotgun_flash[] = { Defines.MZ2_SOLDIER_SHOTGUN_1,            Defines.MZ2_SOLDIER_SHOTGUN_2, Defines.MZ2_SOLDIER_SHOTGUN_3,            Defines.MZ2_SOLDIER_SHOTGUN_4, Defines.MZ2_SOLDIER_SHOTGUN_5,            Defines.MZ2_SOLDIER_SHOTGUN_6, Defines.MZ2_SOLDIER_SHOTGUN_7,            Defines.MZ2_SOLDIER_SHOTGUN_8 };    static int machinegun_flash[] = { Defines.MZ2_SOLDIER_MACHINEGUN_1,            Defines.MZ2_SOLDIER_MACHINEGUN_2, Defines.MZ2_SOLDIER_MACHINEGUN_3,            Defines.MZ2_SOLDIER_MACHINEGUN_4, Defines.MZ2_SOLDIER_MACHINEGUN_5,            Defines.MZ2_SOLDIER_MACHINEGUN_6, Defines.MZ2_SOLDIER_MACHINEGUN_7,            Defines.MZ2_SOLDIER_MACHINEGUN_8 };    static mframe_t soldier_frames_attack1[] = 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, soldier_fire1),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire1),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, soldier_cock),            new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire2),            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 soldier_move_attack1 = new mmove_t(FRAME_attak101,            FRAME_attak112, soldier_frames_attack1, soldier_run);    static mframe_t soldier_frames_attack2[] = 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, soldier_fire2),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire1),            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, soldier_cock),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire2),            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 soldier_move_attack2 = new mmove_t(FRAME_attak201,            FRAME_attak218, soldier_frames_attack2, soldier_run);    static mframe_t soldier_frames_attack3[] = 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, soldier_fire3),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, soldier_attack3_refire),            new mframe_t(GameAI.ai_charge, 0, soldier_duck_up),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t soldier_move_attack3 = new mmove_t(FRAME_attak301,            FRAME_attak309, soldier_frames_attack3, soldier_run);    static mframe_t soldier_frames_attack4[] = 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, soldier_fire4),            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 soldier_move_attack4 = new mmove_t(FRAME_attak401,            FRAME_attak406, soldier_frames_attack4, soldier_run);    static mframe_t soldier_frames_attack6[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 10, null),            new mframe_t(GameAI.ai_charge, 4, null),            new mframe_t(GameAI.ai_charge, 12, null),            new mframe_t(GameAI.ai_charge, 11, soldier_fire8),            new mframe_t(GameAI.ai_charge, 13, null),            new mframe_t(GameAI.ai_charge, 18, null),            new mframe_t(GameAI.ai_charge, 15, null),            new mframe_t(GameAI.ai_charge, 14, null),            new mframe_t(GameAI.ai_charge, 11, null),            new mframe_t(GameAI.ai_charge, 8, null),            new mframe_t(GameAI.ai_charge, 11, null),            new mframe_t(GameAI.ai_charge, 12, null),            new mframe_t(GameAI.ai_charge, 12, null),            new mframe_t(GameAI.ai_charge, 17, soldier_attack6_refire) };    static mmove_t soldier_move_attack6 = new mmove_t(FRAME_runs01,            FRAME_runs14, soldier_frames_attack6, soldier_run);    static mframe_t soldier_frames_duck[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 5, soldier_duck_down),            new mframe_t(GameAI.ai_move, -1, soldier_duck_hold),            new mframe_t(GameAI.ai_move, 1, null),            new mframe_t(GameAI.ai_move, 0, soldier_duck_up),            new mframe_t(GameAI.ai_move, 5, null) };    static mmove_t soldier_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05,            soldier_frames_duck, soldier_run);    static mframe_t soldier_frames_death1[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, -10, null),            new mframe_t(GameAI.ai_move, -10, null),            new mframe_t(GameAI.ai_move, -10, null),            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),            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

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -