📄 castlecanvas.java
字号:
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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