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📄 castlecanvas.java

📁 恶魔城-晓月圆舞曲 JAVA手機遊戲
💻 JAVA
📖 第 1 页 / 共 4 页
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			else if(key==RIGHT)
			{
				
			}
			else if(key_code == -7)
			{
				gameSelect = 0;
				gameState = GAME_SELECT_DATA;
			}
			break;
		case GAME_MAIN:
			if(key_code == -6)
			{
				gameState = GAME_ROLE_STATE; 
			}
			else if(key_code == -7)
			{
				
			}
			break;
		case GAME_SAVE_LOAD:
			break;
		case GAME_MAP:
			break;
		case GAME_ROLE_STATE:
			if(key==GAME_A)
			{
				switch(sFace.face)
				{
				case StateInterface.SOULE_SET:
					if(StateInterface.sure)
					{
						soma.currMainMagic = Magic.getMagic(
								StateInterface.i,StateInterface.sx);
						StateInterface.sure = false;
					}
					else
					{
						StateInterface.sure = true;
					}
					break;
				}
				switch(sFace.getFaceIndex())
				{
				case 0:
					sFace.changFace(StateInterface.SOULE_SET);
					break;
				case 4:
					sFace.changFace(StateInterface.EQUIP);
					break;
				}
			}
			else if(key == GAME_B)
			{
				switch(sFace.face)
				{
				case StateInterface.MAIN_STATE:
					gameState = GAME_MAIN;
					break;
				case StateInterface.SOULE_SET:
					
					if(StateInterface.sure)
					{
						StateInterface.sure = false;
					}
					else
					{
						sFace.changFace(StateInterface.MAIN_STATE);
					}
					break;
				case StateInterface.EQUIP:
					sFace.changFace(StateInterface.MAIN_STATE);
					break;
				}
			}
			else if(key == UP)
			{
				switch(sFace.face)
				{
				case StateInterface.MAIN_STATE:
					sFace.gameSelectUp((byte)0,(byte)6);
					break;
				case StateInterface.SOULE_SET:
					if(StateInterface.sure)
					{
						sFace.gameSelectUp((byte)0,(byte)3);
					}
					else
					{
						sFace.selectUp((byte)0,(byte)2);
					}
					break;
				}
			}
			else if(key == DOWN)
			{
				switch(sFace.face)
				{
				case StateInterface.MAIN_STATE:
					sFace.gameSelectDown((byte)0,(byte)6);
					break;
				case StateInterface.SOULE_SET:
					if(StateInterface.sure)
					{
						sFace.gameSelectDown((byte)0,(byte)3);
					}
					else
					{
						sFace.selectDown((byte)0,(byte)2);
					}
					break;
				}
			}
			else if(key == LEFT)
			{
				if(StateInterface.sure)
				{
					sFace.sxLeft();
				}
				else
				{
					
				}
			}
			else if(key == RIGHT)
			{
				if(StateInterface.sure)
				{
					sFace.sxRight();
				}
				else
				{
					
				}
			}
			break;
		case GAME_GAIN_FETCH:
			break;
		case GUT_ONE:
			break;
		case GAME_SCENE_ONE:
			break;
		case RoleMan.LEFT_LIE_DOWN : //特殊:角色躺下
			break;
		}
		
	}
	/*用2.0键缓冲处理人物的动作****************/
	public void keyContrl() 
	{
		if(System.currentTimeMillis()-keyStart>100)
		{
			keyFlag = true;
		}
		if(keyFlag)
		{
			keyStart = System.currentTimeMillis();
			keyState = getKeyStates();
			keyFlag = false;
		}
		switch(gameState)
		{
		case GAME_MAIN:
			switch(soma.roleState)
			{
/*			if((keyState&UP_PRESSED)!=0)
			{
				
			}
			else if((keyState&DOWN_PRESSED)!=0)
			{
				
			}
			else if((keyState&LEFT_PRESSED)!=0)
			{
				
			}
			else if((keyState&RIGHT_PRESSED)!=0)
			{
				
			}
			else if(keyState==0)
			{
				
			}
*/			case RoleMan.LEFT_STAND ://左站立
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WALK);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.setDir(true);
					soma.changState(RoleMan.L_TO_R_FRO);
				}
				else if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_ORIGIN_JUMP);
				
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_DOWN_CREESE);
				}
				break;
			case RoleMan.RIGHT_STAND ://右站立
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.setDir(false);
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WALK);
				}
				else if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_ORIGIN_JUMP);
	
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_DOWN_CREESE);		
				}
				break;
			case RoleMan.L_TO_R_FRO ://向右转身
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{	
					soma.changState(RoleMan.RIGHT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.setDir(true);
					soma.move();
					soma.changWaitState(RoleMan.RIGHT_WALK);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_DOWN_CREESE);
				}
				else 
				{
					soma.changWaitState(RoleMan.RIGHT_STAND);
				}
				if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_JUMP);
				}
		
				break;
			case RoleMan.R_TO_L_FRO ://向左转生
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changWaitState(RoleMan.LEFT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changWaitState(RoleMan.LEFT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.setDir(false);
					soma.move();
					soma.changWaitState(RoleMan.LEFT_WALK);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.L_TO_R_FRO);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changWaitState(RoleMan.LEFT_DOWN_CREESE);
				}
				else
				{
					soma.changState(RoleMan.LEFT_STAND);
				}
				if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_JUMP);
				}
				break;
			case RoleMan.LEFT_WALK:  //向左走
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.setDir(false);
					soma.move();
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if(keyState==0)
				{
					soma.changState(RoleMan.LEFT_TO_STOP);
				}
				else if((keyState&FIRE_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_DOWN_CREESE);
				}
				if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_JUMP);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_DOWN_CREESE);
				}
				break;
			case RoleMan.RIGHT_WALK: //向右走
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.setDir(true);
					soma.move();
				}
				else if(keyState==0)
				{
					soma.changState(RoleMan.RIGHT_TO_STOP);
				}
				if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_JUMP);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_DOWN_CREESE);
				}
				break;
			case RoleMan.LEFT_TO_STOP : //向左走停下
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WALK);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.L_TO_R_FRO);
				}
				else if(keyState==0)
				{
					soma.changWaitState(RoleMan.LEFT_STAND);
				}
				else if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_DOWN_CREESE);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_DOWN_CREESE);
				}
				break;
			case RoleMan.RIGHT_TO_STOP ://向右走停下
				if((keyState&UP_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_READY_RELEASE);
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WALK);
				}
				else if(keyState==0)
				{
					soma.changWaitState(RoleMan.RIGHT_STAND);
				}
				else if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changWaitState(RoleMan.RIGHT_DOWN_CREESE);
				}
				else if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_DOWN_CREESE);
				}
				break;
			case RoleMan.LEFT_READY_RELEASE://向左准备释放魔法状态
				if((keyState&UP_PRESSED)!=0)
				{
					
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_WALK);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.L_TO_R_FRO);
				}
				else
				{
					soma.changState(RoleMan.LEFT_STAND);
				}
				if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_GROUND_RELEASE);
				}
				else if((keyState&GAME_A_PRESSED)!=0)
				{
					soma.changState(RoleMan.LEFT_ORIGIN_JUMP);
				}
				break;
			case RoleMan.RIGHT_READY_RELEASE ://向右准备释放魔法状态
				if((keyState&UP_PRESSED)!=0)
				{
					
				}
				else if((keyState&DOWN_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WENT_DOWN);
				}
				else if((keyState&LEFT_PRESSED)!=0)
				{
					soma.changState(RoleMan.R_TO_L_FRO);
				}
				else if((keyState&RIGHT_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_WALK);
				}
				else
				{
					soma.changState(RoleMan.RIGHT_STAND);
				}
				if((keyState&GAME_B_PRESSED)!=0)
				{
					soma.changState(RoleMan.RIGHT_GROUND_RELEASE);
				}

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