📄 animationnpc.java
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//package GoGoGo;
//
//public class AnimationNPC
//{
// //方向状态
// public int Left_run=0;
// public int right_run=1;
// public int up_run=2;
// public int down_run=3;
// public int Left_stand=4;
// public int right_stand=5;
// public int up_stand=6;
// public int down_stand=7;
// //攻击动画播放状态
// public int ACT=8;
// //当前播放帧数
// public int Action_run_left = 0;
// public int Action_run_right = 0;
// public int Action_run_up = 0;
// public int Action_run_down = 0;
// public int Action_stand_left = 0;
// public int Action_stand_right = 0;
// public int Action_stand_up = 0;
// public int Action_stand_down = 0;
// public int Action_ACT_left = 0;
// public int Action_ACT_right = 0;
// public int Action_ACT_up = 0;
// public int Action_ACT_down = 0;
//
// //攻击前的状态
// public int Current_station=-1;
// //帧播放初始位置
// int Station_start []={0,0,0,0,0,2,6,6,0,0,0,0};//左右上下(跑),左右上下(站立)
// //帧播放结束位置
// int Station_end []={5,5,5,5,0,2,6,6,4,4,4,4};//左右上下(跑),左右上下(站立)
// //帧间距
// int distance_W[]={26,26,34,34,26,26,34,34,75,75,75,75};//左右上下(跑),左右上下(站立)
// //帧高度
// int distance_H[]={38,38,42,42,38,38,42,42,54,54,54,54};//左右上下(跑),左右上下(站立)
// //动画最大数量
// int animation_number=12;
// public AnimationNPC()
// {
// init_animation();
// }
////初始化帧位置
// public void init_animation()
// {
// for (int i = 0; i < animation_number; i++)
// {
// switch (i)
// {
// case 0: //向左跑动
// Action_run_left = Station_start[i];
// break;
// case 1: //向右跑动
// Action_run_right = Station_start[i];
// break;
// case 2:
// Action_run_up = Station_start[i];
// break;
// case 3:
// Action_run_down = Station_start[i];
// break;
// case 4:
// Action_stand_left =Station_start[i];
// break;
// case 5:
// Action_stand_right = Station_start[i];
// break;
// case 6:
// Action_stand_up = Station_start[i];
// break;
// case 7:
// Action_stand_down = Station_start[i];
// break;
// case 8:
// Action_ACT_left = Station_start[i];
// break;
// case 9:
// Action_ACT_right = Station_start[i];
// break;
// case 10:
// Action_ACT_up = Station_start[i];
// break;
// case 11:
// Action_ACT_down = Station_start[i];
// break;
// }
//
// }
// }
//
// //动画播放控制 返回需要绘制的原图位置
// /* public int Animation_run(int animation)
// {
// int Distance = 0;
// switch (animation)
// {
// case 0: //向左跑动
// Action_run_left++;
// if (Action_run_left > Station_end[animation])
// {
// Action_run_left = Station_start[animation];
// }
// Distance = Action_run_left;
// break;
// case 1: //向右跑动
// Action_run_right++;
// if (Action_run_right > Station_end[animation])
// {
// Action_run_right = Station_start[animation];
// }
// Distance = Action_run_right;
// break;
// case 2:
// Action_run_up++;
// if (Action_run_up > Station_end[animation])
// {
// Action_run_up = Station_start[animation];
// }
// Distance = Action_run_up;
//
// break;
// case 3:
// Action_run_down++;
// if (Action_run_down > Station_end[animation])
// {
// Action_run_down = Station_start[animation];
// }
// Distance = Action_run_down;
//
// break;
// case 4:
// Action_stand_left++;
// if (Action_stand_left > Station_end[animation])
// {
// Action_stand_left = Station_start[animation];
// }
// Distance = Action_stand_left;
// break;
// case 5:
// Action_stand_right++;
// if (Action_stand_right > Station_end[animation])
// {
// Action_stand_right = Station_start[animation];
// }
// Distance = Action_stand_right;
//
// break;
// case 6:
// Action_stand_up++;
// if (Action_stand_up > Station_end[animation])
// {
// Action_stand_up = Station_start[animation];
// }
// Distance = Action_stand_up;
// break;
// case 7:
// Action_stand_down++;
// if (Action_stand_down > Station_end[animation])
// {
// Action_stand_down = Station_start[animation];
// }
// Distance = Action_stand_down;
// break;
// }
// return Distance * distance_W[animation];
// }*/
// public int Animation_ACT(int animation)//攻击动画状态控制
// {
// int Distance = 0;
// switch (animation)
// {
// case 0: //向左
// case 4:
// Action_ACT_left++;
// if (Action_ACT_left > Station_end[8])
// {
// Action_ACT_left = Station_start[8];
// }
// Distance = Action_ACT_left;
// break;
// case 1: //向右
// case 5:
// Action_ACT_right++;
// if (Action_ACT_right > Station_end[9])
// {
// Action_ACT_right = Station_start[9];
// }
// Distance = Action_ACT_right;
// break;
// case 2://向上
// case 6:
// Action_ACT_up++;
// if (Action_ACT_up > Station_end[10])
// {
// Action_ACT_up = Station_start[10];
// }
// Distance = Action_ACT_up;
//
// break;
// case 3://向下
// case 7:
// Action_ACT_down++;
// if (Action_ACT_down > Station_end[11])
// {
// Action_ACT_down = Station_start[11];
// }
// Distance = Action_ACT_down;
// break;
// }
// if(animation <4)
// return Distance * distance_W[animation+8];
// else
// return Distance * distance_W[animation+4];
// }
//
// //原图每帧宽
// public int getwidth(int animation)
// {
// return distance_W[animation];
// }
// //原图每帧高
// public int getheight(int animation)
// {
// return distance_H[animation];
// }
//
//}
//
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