⭐ 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

📄 player_west.java~5~

📁 j2me 横版过关游戏工程。(demo).可以参考下
💻 JAVA~5~
📖 第 1 页 / 共 3 页
字号:

import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.List;

/*
 * 创建日期 2006-1-13
 *
 * TODO 要更改此生成的文件的模板,请转至
 * 窗口 - 首选项 - Java - 代码样式 - 代码模板
 */

/**
 * @author admin
 *
 * TODO 要更改此生成的类型注释的模板,请转至 窗口 - 首选项 - Java - 代码样式 - 代码模板
 */
public class Player_West extends Sprite
{

	   GameDataSimple data  = WestGameCanvas.data;

    int              playerState;                       //当前应该的动作状态

    int              prePlayerState;                    //正在运行的状态

    private int      speedX;

    private int      speedY;

    private int      mark;

    private int      xPlayerInMap;

    private int      yPlayerInMap;

    private int      cloudIdx;

    private int      mapDx, mapDy, dx;                  //地图移动的位置

    private boolean  isDownWorld;                       //判断是否进入地内

    public Image     imgWeapon[];

    private byte[][] weaponIdxXY = {//
                                 //0:img索引,1:x偏移,2:y偏移
                                 { 0, 43, -22, },//0 短面向左<第3贞
                                 { 2, -43, 46, },//1 短面向左<第4贞
                                 { 1, -25, -24, },//2 短面向右>第3贞
                                 { 2, 53, 44, },//3 短面向右>第4贞
                                 { 3, 43, -34, },//4 长面向左<第3贞
                                 { 5, -59, 46, },//5 长面向左<第4贞
                                 { 4, -37, -36, },//6 长面向右>第3贞
                                 { 5, 53, 44, },//7 长面向右>第4贞
                                 };

    private int      weaponIdx;

    /**
     * @param id
     * @param image
     * @param frameWidht
     * @param frameHeight
     */
    public Player_West(int id, Image image, int frameWidht, int frameHeight)
    {
        super(id, image, frameWidht, frameHeight);
        jbInit();
    }

    void jbInit()
    {
        prePlayerState = playerState = 2;
        setCurrSequence(data.getPlayer()[24], data.getPlayer()[25]);
        speedX = speedY = mark = 0;
        cloudIdx = -1;
    }

    void moveSelf()
    {
        if (WestGameCanvas.hp <= 0)
        {
            playerState = 32 + (1 & prePlayerState);
            if ((32 & prePlayerState) != 0 && getFrame() == 0)
            {
                setFrame(getFrameSequenceLength() - 1);
            }

        }
        if ((64 & prePlayerState) != 0)
        {
            if (getFrame() == getFrameSequenceLength() - 1)
            {
                playerState = playerState - 64;
            }
        }
        if ((128 & prePlayerState) != 0)
        {
            mark--;
            if (mark <= 0)
            {
                playerState = 2 + (1 & prePlayerState);
            }
        }
        nextFrame();
        setFinalSequence(false);
        if ((24 & prePlayerState) != 0)
        {
            if (mark >= data.playerJump()[0].length || mark < 0)
            {
                playerState = 16 + (prePlayerState & 65);
            }
            else
            {
                speedX = data.playerJump()[1][mark];
                speedY = data.playerJump()[0][mark];
                if ((8 & prePlayerState) == 8)
                {
                    speedY = -speedY;
                }
                if ((1 & prePlayerState) == 1)
                {
                    speedX = -speedX;
                }
                if ((8 & prePlayerState) != 0)
                {
                    mark++;
                    if (mark >= data.playerJump()[0].length)
                    {
                        playerState = 16 + (prePlayerState & 65);
                    }
                }
                if ((16 & prePlayerState) != 0)
                {
                    mark--;
                    if (mark < 0)
                    {
                        mark = 0;
                    }
                }
            }
        }
        if ((1024 & prePlayerState) != 0)
        {
            mark--;
            if (mark <= 0)
            {
                playerState = (1 & prePlayerState) + 2;
            }
        }
        mapDx = WestGameCanvas.mapX;
        mapDy = WestGameCanvas.mapY;
        dx = x;
        //正式移动,不出边界
        WestGameCanvas.mapY -= speedY;
        yPlayerInMap = y - WestGameCanvas.mapY;
        if (-WestGameCanvas.mapX >= data.getWorldMessage()[5]
                && -WestGameCanvas.mapX <= data.getWorldMessage()[6]
                && yPlayerInMap >= data.getWorldMessage()[7])
        {
            moveMap(data.getWorldMessage()[5], data.getWorldMessage()[6]);
        }
        else
        {
            moveMap(0, data.getWorldMessage()[4]);
        }
        if (x < 0)
            x = 0;
        else if (x > WestGameCanvas.screenWidth - srcFrameWidth)
            x = WestGameCanvas.screenWidth - srcFrameWidth;
        //除了上跳动作以外的其他动作和地面的碰撞检测
        isDownWorld = false;
        changeMapY();
    }

    void paintSelf(Graphics g)
    {
        if ((this.playerState & 64) > 0 && this.imgWeapon != null)
        {
            //短:左右平;长:左右平
            //索引 0 1 2 3 4 5
            weaponIdx = this.getFrame();
            //判断是否是出棍的贞
            if (weaponIdx == 3 || weaponIdx == 4)
            {
                //短面向左攻击
                if ((this.playerState & 1) > 0)
                    weaponIdx -= 3;
                //短面向右攻击
                else
                    weaponIdx -= 1;
                //判断随机条件,如果当前时间为奇数,将短棒变长棒索引
                if ((System.currentTimeMillis() & 1) > 0)
                    weaponIdx += 4;
                g.setClip(this.x - 59, this.y - 36, 172, 86);
                g.drawImage(this.imgWeapon[this.weaponIdxXY[weaponIdx][0]],
                        this.x + this.weaponIdxXY[weaponIdx][1], this.y
                                + this.weaponIdxXY[weaponIdx][2], 0);
            }
        }
        this.paint(g);
    }

    void keyPress(int key)
    {
        switch (key)
        {
            case WestGameCanvas.KEY_NUM0:
                break;
            case WestGameCanvas.KEY_NUM1:
                if ((24 & playerState) == 0)
                    playerState = 9 + (prePlayerState & 64);
                break;
            case WestGameCanvas.KEY_NUM2:
            case WestGameCanvas.KEYCODE_DIRECT_UP:
                if (prePlayerState > 1 && prePlayerState < 6)
                    playerState = 256 + (1 & prePlayerState);
                break;
            case WestGameCanvas.KEY_NUM3:
                if ((24 & playerState) == 0)
                    playerState = 8 + (prePlayerState & 64);
                break;
            case WestGameCanvas.KEY_NUM4:
            case WestGameCanvas.KEYCODE_DIRECT_LEFT:
                if ((768 & prePlayerState) != 0)
                {
                    playerState = 513;
                }
                else if ((24 & prePlayerState) == 0)
                {
                    playerState = 5 + (prePlayerState & 64);
                }
                break;
            case WestGameCanvas.KEY_NUM5:
            case WestGameCanvas.KEYCODE_DIRECT_FIRE:
                //判断如果下一个动作是举着石头的站立状态,就扔出石头
                if ((768 & prePlayerState) != 0)
                    playerState = 1024 + (1 & prePlayerState);
                //判断当前状态允不允许攻击
                else if (((254 & prePlayerState) > 0 && (254 & prePlayerState) < 32))
                    playerState = 64 + prePlayerState;
                break;
            case WestGameCanvas.KEY_NUM6:
            case WestGameCanvas.KEYCODE_DIRECT_RIGHT:
                if ((768 & prePlayerState) != 0)
                {
                    playerState = 512;
                }
                else if ((24 & prePlayerState) == 0)
                {
                    playerState = 4 + (prePlayerState & 64);
                }
                break;
            case WestGameCanvas.KEY_NUM7:
                break;
            case WestGameCanvas.KEY_NUM8:
            case WestGameCanvas.KEYCODE_DIRECT_DOWN:
                break;
            case WestGameCanvas.KEY_NUM9:
                break;

        }
    }

    void keyRelease(int key)
    {
    	//----------------------------------------------test
        switch (key)
        {
            case WestGameCanvas.KEY_NUM4:
            case WestGameCanvas.KEYCODE_DIRECT_LEFT:
                if ((prePlayerState & 5) == 5)
                {
                    playerState = 3 + (64 & prePlayerState);
                }
                if (prePlayerState == 513)
                {
                    playerState = 257;
                }
                break;
            case WestGameCanvas.KEY_NUM6:
            case WestGameCanvas.KEYCODE_DIRECT_RIGHT:
                if ((prePlayerState & 4) == 4)
                {
                    playerState = 2 + (64 & prePlayerState);
                }
                if (prePlayerState == 512)
                {
                    playerState = 256;
                }
                break;
        }
    }

    //TODO isCollideWith
    void isColl(Npc_Bound npc)
    {
        //defineCollisionRectangle(0,0,srcFrameWidth,srcFrameHeight);
        int npcLen=npc.npc.length;
        int i;
        if (cloudIdx != -1)
        {
            int idUse = -1;
            for (i = npcLen; --i >= 0;)
            {
                if (null != npc.npc[i])
                {
                    if (npc.npc[i].num == cloudIdx)
                    {
                        if (x + 26 < npc.npc[i].x
                                || x + 26 > npc.npc[i].x
                                        + npc.npc[i].srcFrameWidth
                                || y + 54 < npc.npc[i].y
                                || y + 54 > npc.npc[i].y
                                        + npc.npc[i].srcFrameHeight)
                        {
                            cloudIdx = -1;
                        }
                        else
                            idUse = i;
                        break;
                    }
                }

⌨️ 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 + -