📄 flygencavans.java
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Thread t = new Thread(this);
t.start();
}
private boolean is_create=false;
private int p_status;//帮助字体上下移动的变量
int fontHeight;
long starttime;//游戏一个循环的开始时间
long continue_time;//
long wait_time;//数据载入
public static int is_write;//是否要保存记录(用到Switch里面第三层)
String play_name;//玩家的名称
private char[] playerNameChar=new char[5];//玩家字符串
private int i_status=0,j_status=0;
public void run(){
Graphics gg = getGraphics();
int[] tem_num1 = {0};
gg.setFont(Font.getFont(Font.FACE_SYSTEM, Font.STYLE_PLAIN,Font.SIZE_MEDIUM));
font = gg.getFont();
try{
while(Game_Start){
starttime = System.currentTimeMillis();
//-------------------------------------程序循环
this.layermanager.setViewWindow(viewX, viewY, this.Screen_W, this.Screen_H);
switch(Game_State){
case 1://进入菜单选项
gg.drawString("进入菜单选项~~~~~", 0, 20, Graphics.TOP|Graphics.LEFT);
// gg.setFont(Font.getFont(Font.FACE_SYSTEM, Font.STYLE_PLAIN,Font.SIZE_MEDIUM));
// gg.setColor(212,212,141);
if (keyPre && v_GameCode==Canvas.UP){
if (--i_status<0)
i_status++;
}else if(keyPre && v_GameCode==Canvas.DOWN){
if(++i_status>3)
i_status=3;
}else if(keyPre && v_GameCode==Canvas.FIRE){
switch(i_status){//j_status 控制字符的位置
case 0://开始新游戏
this.Game_State = 2;
i_status = 0;
Create_Object();//生成对象
layermanager.append(hero_sprite);
int[] foe_num0 = {0};
hero_sprite.set_hero_point(20, 100);
hero_sprite.ini_import_property();
Load_Map();
Labelling = 1;
break;
case 1://排行榜
this.Game_State = 3;
i_status = 0;
break;
case 2://游戏帮助
this.Game_State = 4;
i_status = 0;
break;
case 3://退出游戏
this.Game_State = 5;
i_status = 0;
break;
}
}
break;
case 2://进入新游戏;
if(!Game_Pause){//暂停//游戏进行时
switch(Game_Two_State){//在这里,1表示游戏正常进行~~。2表示Boss召唤.3表示游戏已经通关要显示的内容.4表示玩家是否要继续游戏.5表示游戏结束
case 1://游戏进行
play_sprite_x = hero_sprite.getX();
play_sprite_y = hero_sprite.getY();
if(System.currentTimeMillis() - game_all_time >=1000){
//到1秒钟记时一次
game_each_time--;
game_all_time = System.currentTimeMillis();
}
//--------
int[] tem_foe_sort = display_map();//{-1,0,0};-1表示没有怪物信息
if(tem_foe_sort[0]!=-1){
switch(tem_foe_sort[0]){
case 1://雕骑兵
for(int i =0;i<10;i++){
if(!diaoqb_foe[i].isVisible() && !is_create){
diaoqb_foe[i].set_foe_point(tem_foe_sort[1],0);//tem_foe_sort[2]
diaoqb_foe[i].ini_property();
diaoqb_foe[i].set_Award();
is_create = true;
}
}
break;
case 2://弓骑兵
for(int i =0;i<10;i++){
if(!gongqb_foe[i].isVisible() && !is_create){
gongqb_foe[i].set_foe_point(tem_foe_sort[1], 0);
gongqb_foe[i].ini_property();
gongqb_foe[i].set_Award();
is_create = true;
}
}
break;
case 3://千骑长
for(int i=0;i<10;i++){
if(!qianjz_foe[i].isVisible() && !is_create){
qianjz_foe[i].set_foe_point(tem_foe_sort[1], 0);
qianjz_foe[i].ini_property();
qianjz_foe[i].set_Award();
is_create = true;
}
}
break;
case 4://弩步兵
for(int i=0;i<5;i++){
if(!nubb_foe[i].isVisible() && !is_create){
nubb_foe[i].set_foe_point(tem_foe_sort[1], 0);
nubb_foe[i].ini_property();
nubb_foe[i].set_Award();
is_create = true;
}
}
break;
case 5://刀剑兵
for(int i =0;i<5;i++){
if(!daojb_foe[i].isVisible() && !is_create){
daojb_foe[i].set_foe_point(tem_foe_sort[1], 0);
daojb_foe[i].ini_property();
daojb_foe[i].set_Award();
//System.out.println("当前生成的奖励为:"+daojb_foe[i].foe_property[14]);
is_create = true;
}
}
break;
case 6://Boss
System.out.println("Boss已经生成~~~~~~~~~");
boss_foe.setImage(boss_img[Labelling-1], Boss_Property[(Labelling-1)*3], Boss_Property[(Labelling-1)*3+1]);
this.boss_foe.set_foe_point(tem_foe_sort[1], 0);
this.boss_foe.ini_property();
boss_foe.foe_property[2] = Boss_Property[(Labelling-1)*3+2];//赋生命值
p_status = Boss_Property[(Labelling-1)*3+2];
System.out.println("Boss的生命值为:"+boss_foe.foe_property[2]);
break;
case 7://石头
for(int i=0;i<5;i++){
if(!this.block_foe[i].isVisible() && !is_create){
block_foe[i].set_foe_point(tem_foe_sort[1], 0);
block_foe[i].ini_property();
block_foe[i].set_Award();
is_create = true;
block_foe[i].foe_property[4] = 0;
block_foe[i].foe_property[5] = 1;
block_foe[i].foe_property[3] = 0;
}
}
break;
case 8://灌木丛
for(int i=0;i<5;i++){
if(!guanmc_foe[i].isVisible() && !is_create){
guanmc_foe[i].set_foe_point(tem_foe_sort[1], -30);
guanmc_foe[i].ini_property();
is_create = true;
guanmc_foe[i].foe_property[4] = 0;
guanmc_foe[i].foe_property[5] = 1;
guanmc_foe[i].foe_property[3] = 0;
}
}
break;
case 9://流沙
for(int i=0;i<5;i++){
if(!this.lius_foe[i].isVisible() && !is_create){
lius_foe[i].set_foe_point(tem_foe_sort[1], 0);
lius_foe[i].ini_property();
is_create = true;
lius_foe[i].foe_property[4] = 0;
lius_foe[i].foe_property[5] = 1;
lius_foe[i].foe_property[3] = 0;
}
}
break;
case 10://山岗
for(int i=0;i<5;i++){
if(!shang_foe[i].isVisible() && !is_create){
shang_foe[i].set_foe_point(tem_foe_sort[1], -113);
shang_foe[i].ini_property();
is_create = true;
shang_foe[i].foe_property[4] = 0;
shang_foe[i].foe_property[5] = 1;
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