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📄 bullet.java

📁 恶魔城-晓月圆舞曲 JAVA手機遊戲
💻 JAVA
字号:
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.game.Sprite;

public class Bullet {
	short mx,my;//map x,y
	short x,y;  //screen x,y
	byte width,height;
	short vy,vx;//定义速度
	byte maxSpeed,frame,stateSpeed;
	byte count;
	boolean dir;
	boolean dead;
	private short[][] shot = new short[][]{
			{3,168,35,171,0,0,0,0},
			{43,169,75,172,0,0,0,0},
			{82,168,113,173,0,0,0,0},
			{116,168,149,173,0,0,0,0},
			{159,167,190,174,0,0,0,0},
			{194,166,226,175,0,0,0,0},
			{232,165,263,176,0,0,0,0},
			{268,164,299,177,0,0,0,0}
	};
	public Bullet(boolean d,short mx,short my)
	{
		maxSpeed = 3;
		dir = d;
		if(dir)
		{
			this.mx = (short)(mx+20);
			this.my = (short)(my+5);
		}
		else
		{
			this.mx = (short)(mx-20);
			this.my = (short)(my+5);
		}
		tickcCoord();
	}
	private void tickcCoord()//修正坐标
	{
		x = (short)(mx-CastleCanvas.map.getPosX()+vx);
		y = (short)(my-CastleCanvas.map.getPosY()+vy);
	}
	private void tickSpeed()
	{
		byte s = 7;
		if(dir)
		{
			vx += s;
			count++;
		}
		else
		{
			vx -= s;
			count++;
		}
		if(count<5)
			vy -= 2;
		else if(count>=4 && count<=7)
			vy--;
		else if(count>10)
			vy += 3;
	}
	public void paint(Graphics g)
	{
		drawBullet(g);
	}
	private void drawBullet(Graphics g)
	{
		tickcCoord();
		tickSpeed();
		if(dir)
		{
			tickArgment(shot,g);
		}
		else
		{
			tickArgmentMirror(shot,g);
		}
	}
	public boolean isDead()
	{
		return dead;
	}
	public void tickArgment(short[][] action,Graphics g) //设置修正的参数
	{
		short offx = action[frame][0];
		short offy = action[frame][1];
		short imgW = (short)(action[frame][2]-offx);
		short imgH = (short)(action[frame][3]-offy);
		byte ox = (byte)(action[frame][4]);
		byte oy = (byte)(action[frame][5]);
		stateSpeed++;
		stateSpeed %= maxSpeed;
		if(stateSpeed == 0)
		{
			frame++;
			if(frame == action.length-1)
				dead = true;
			frame %= action.length;
		}
		g.setClip(x+ox,y+oy,imgW,imgH);
		g.drawImage(Enemy.enemy,x-offx+ox,y-offy+oy,CastleCanvas.imgLT);
	}
	public void tickArgmentMirror(short[][] action,Graphics g) //设置修正的参数
	{
		short offx = action[frame][0];
		short offy = action[frame][1];
		short imgW = (short)(action[frame][2]-offx);
		short imgH = (short)(action[frame][3]-offy);
		byte mirx = (byte)(action[frame][6]);
		byte miry = (byte)(action[frame][7]);
		stateSpeed++;
		stateSpeed %= maxSpeed;
		if(stateSpeed == 0)
		{
			frame++;
			if(frame == action.length-1)
				dead = true;
			frame %= action.length;
		}
		g.setClip(x+mirx,y+miry,imgW,imgH);
		g.drawRegion(Enemy.enemy,offx,offy,imgW,imgH,Sprite.TRANS_MIRROR,x+mirx,y+miry,CastleCanvas.imgLT);
	}
	public boolean attEnemy(Enemy e)
	{
		if(isHit(e,shot))
			return true;
		return false;
	}
	public boolean isHit(Enemy e,short[][] pos)
	{
		short weaWidth = (short)(pos[frame][2]-pos[frame][0]);
		short weaHeight = (short)(pos[frame][3]-pos[frame][1]);
		if(dir)
		{
			short weaponX = (short)(x);
			short weaponY = (short)(y);
			if(e.x+e.ox+e.imgW-10>weaponX && weaponX+weaWidth>e.x+e.ox && e.y+e.oy+e.imgH>weaponY && 
					weaponY+weaHeight>e.y+e.oy-5 )
			{
				if(e.brState() && !e.isDead())
				{
					return true;	
				}
			}
		}
		else
		{
			short weaponX = (short)(x);
			short weaponY = (short)(y);
			if(e.x+e.mirx+e.imgW-10>weaponX && weaponX+weaWidth>e.x+e.mirx+4 && e.y+e.miry+e.imgH>weaponY && 
					weaponY+weaHeight>e.y+e.miry-5)	
			{
				if(e.brState() && !e.isDead())
				{
					return true;
				}
			}
		}
		return false;
	}
}

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