📄 roleman.java
字号:
case 1://BACK
this.changState(LEFT_AIR_BACK_HIT);
break;
}
}
break;
case RIGHT_START_DROP:
drop();//要+if判断
drawRightStartDrop(g);
if(hitEnemy() || isEnemyAttRole(g))
{
switch(direction)
{
case 0://FORE
this.changState(RIGHT_AIR_HIT);
break;
case 1://BACK
this.changState(RIGHT_AIR_BACK_HIT);
break;
}
}
break;
case LEFT_CONTINUANCE_DROP:
drawLeftDroping(g);
if(drop())
changState(RoleMan.LEFT_STAND);
if(hitEnemy() || isEnemyAttRole(g))
{
switch(direction)
{
case 0://FORE
this.changState(LEFT_AIR_HIT);
break;
case 1://BACK
this.changState(LEFT_AIR_BACK_HIT);
break;
}
}
break;
case RIGHT_CONTINUANCE_DROP:
drawRightDroping(g);
if(drop())
this.changState(RoleMan.RIGHT_STAND);
if(hitEnemy() || isEnemyAttRole(g))
{
switch(direction)
{
case 0://FORE
this.changState(RIGHT_AIR_HIT);
break;
case 1://BACK
this.changState(RIGHT_AIR_BACK_HIT);
break;
}
}
break;
case LEFT_FALL_GROUND://暂时没用到
drawLeftGroud(g);
break;
case RIGHT_FALL_GROUND:
drawRightGroud(g);
break;
case LEFT_GROUND_LIGHTHIT:
drawLeftLightHit(g);
break;
case RIGHT_GROUND_LIGHTHIT:
drawRightLightHit(g);
break;
case LEFT_G_BACK_LIGHTHIT:
drawBackLeftLightHit(g);
break;
case RIGHT_G_BACK_LIGHTHIT:
drawBackRightLightHit(g);
break;
case LEFT_GROUND_BANG:
break;
case RIGHT_GROUND_BANG:
break;
case LEFT_G_BACK_BANG:
break;
case RIGHT_G_BACK_BANG:
break;
case LEFT_AIR_HIT:
drawLeftFlick(g);
hitFlick();
break;
case RIGHT_AIR_HIT:
drawRightFlick(g);
hitFlick();
break;
case LEFT_AIR_BACK_HIT:
drawAirBackLeftHit(g);
hitFlick();
break;
case RIGHT_AIR_BACK_HIT:
drawAirBackRightHit(g);
hitFlick();
break;
case LEFT_COLG_JUMP:
break;
case RIGHT_COLG_JUMP:
break;
case LEFT_TOP_COLG:
break;
case RIGHT_TOP_COLG:
break;
case LEFT_AIR_RELEASE:
setDir(false);
drawAirLeftReleaseMagic(g);
switch(lastState)
{
case LEFT_ORIGIN_JUMP:
case LEFT_JUMP:
if(originJump())
{
vY = speedY;
lastState = LEFT_CONTINUANCE_DROP;
}
break;
case LEFT_START_DROP:
case LEFT_CONTINUANCE_DROP:
if(drop())
changState(RoleMan.LEFT_STAND);
break;
}
relaseMagic();
break;
case RIGHT_AIR_RELEASE:
setDir(true);
drawAirRightReleaseMagic(g);
switch(lastState)
{
case RIGHT_ORIGIN_JUMP:
case RIGHT_JUMP:
if(originJump())
{
vY = speedY;
lastState = RIGHT_CONTINUANCE_DROP;
}
break;
case RIGHT_START_DROP:
case RIGHT_CONTINUANCE_DROP:
if(drop())
changState(RoleMan.RIGHT_STAND);
break;
}
relaseMagic();
break;
case LEFT_GROUND_RELEASE:
drawLeftReleaseMagic(g);
setDir(false);
relaseMagic();
//hitEnemy
if(hitEnemy() || isEnemyAttRole(g))
{
switch(direction)
{
case 0://FORE
this.changState(LEFT_GROUND_LIGHTHIT);
break;
case 1://BACK
this.changState(LEFT_G_BACK_LIGHTHIT);
break;
}
}
break;
case RIGHT_GROUND_RELEASE:
drawRightReleaseMagic(g);
setDir(true);
relaseMagic();
//hitEnemy TODO
if(hitEnemy() || isEnemyAttRole(g))
{
switch(direction)
{
case 0://FORE
this.changState(RIGHT_GROUND_LIGHTHIT);
break;
case 1://BACK
this.changState(RIGHT_G_BACK_LIGHTHIT);
break;
}
}
break;
case LEFT_DUCK_BASE:
break;
case RIGHT_DUCK_BASE:
break;
case LEFT_DOWN_DUCK:
break;
case RIGHT_DOWN_DUCK:
break;
case LEFT_AIR_DUCK:
break;
case RIGHT_AIR_DUCK:
break;
case LEFT_CREESE_BASE:
drawLeftDownPlAtt(g);
attHitEnemy();
if(hitEnemy())
{
changState(LEFT_WENTDOWN_HIT);
}
break;
case RIGHT_CREESE_BASE:
drawRightDownPlAtt(g);
attHitEnemy();
if(hitEnemy())
{
changState(RIGHT_WENTDOWN_HIT);
}
break;
case LEFT_DOWN_CREESE:
drawLeftPlAtt(g);
attHitEnemy();
if(hitEnemy())
{
switch(direction)
{
case 0://FORE
this.changState(LEFT_GROUND_LIGHTHIT);
break;
case 1://BACK
this.changState(LEFT_G_BACK_LIGHTHIT);
break;
}
}
break;
case RIGHT_DOWN_CREESE:
drawRihgtPlAtt(g);
attHitEnemy();
if(hitEnemy())
{
switch(direction)
{
case 0://FORE
this.changState(RIGHT_GROUND_LIGHTHIT);
break;
case 1://BACK
this.changState(RIGHT_G_BACK_LIGHTHIT);
break;
}
}
break;
case LEFT_AIR_CREESE:
drawLeftJumpAtt(g);
switch(lastState)
{
case LEFT_ORIGIN_JUMP:
case LEFT_JUMP:
if(originJump())
{
vY = speedY;
lastState = LEFT_CONTINUANCE_DROP;
}
break;
case LEFT_START_DROP:
case LEFT_CONTINUANCE_DROP:
if(drop())
changState(RoleMan.LEFT_STAND);
break;
}
attHitEnemy();
if(hitEnemy())
{
switch(direction)
{
case 0://FORE
this.changState(LEFT_AIR_HIT);
break;
case 1://BACK
this.changState(LEFT_AIR_BACK_HIT);
break;
}
initJump();
}
break;
case RIGHT_AIR_CREESE:
drawRightJumpAtt(g);
switch(lastState)
{
case RIGHT_ORIGIN_JUMP:
case RIGHT_JUMP:
if(originJump())
{
vY = speedY;
lastState = RIGHT_CONTINUANCE_DROP;
}
break;
case RIGHT_START_DROP:
case RIGHT_CONTINUANCE_DROP:
if(drop())
changState(RoleMan.RIGHT_STAND);
break;
}
attHitEnemy();
if(hitEnemy())
{
switch(direction)
{
case 0://FORE
this.changState(RIGHT_AIR_HIT);
break;
case 1://BACK
this.changState(RIGHT_AIR_BACK_HIT);
break;
}
initJump();
}
break;
case LEFT_DEAD:
drawLeftDead(g);
break;
case RIGHT_DEAD:
drawRightDead(g);
break;
case LEFT_WENT_DOWN:
drawLeftWentDown(g);
if(hitEnemy())
{
changState(LEFT_WENTDOWN_HIT);
}
break;
case RIGHT_WENT_DOWN:
drawRightWentDown(g);
if(hitEnemy())
{
changState(RIGHT_WENTDOWN_HIT);
}
break;
case LEFT_LIE_DOWN:
break;
case LEFT_DOWN_GROUND:
drawLeftDownGroud(g);
break;
case RIGHT_DOWN_GROUND:
drawRightDownGroud(g);
break;
case LEFT_WENTDOWN_HIT:
drawLeftBruiseDown(g);
break;
case RIGHT_WENTDOWN_HIT:
drawRightBruiseDown(g);
break;
}
tickAll(g);
}
//paint 结束
private void drawLeftDead(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgmentMirror(dead,(byte)5);
drawLeftRole(g,roleBase);
}
private void drawRightDead(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgment(dead,(byte)5);
drawRightRole(g,roleBase);
}
private void drawAirLeftReleaseMagic(Graphics g)
{
tickArgmentMirror(air_relseMagic);
drawLeftRole(g,roleBase);
}
private void drawAirRightReleaseMagic(Graphics g)
{
tickArgment(air_relseMagic);
drawRightRole(g,roleBase);
}
private void drawLeftReleaseMagic(Graphics g)
{
tickArgmentMirror(relseMagic);
drawLeftRole(g,roleBase);
}
private void drawRightReleaseMagic(Graphics g)
{
tickArgment(relseMagic);
drawRightRole(g,roleBase);
}
private void drawLeftBruiseDown(Graphics g)
{
tickArgmentMirror(wentDownHit,(byte)3);
drawLeftRole(g,roleBase);
}
private void drawRightBruiseDown(Graphics g)
{
tickArgment(wentDownHit,(byte)3);
drawRightRole(g,roleBase);
}
private void drawLeftDownGroud(Graphics g)
{
tickArgmentMirror(downGroud);
drawLeftRole(g,roleBase);
}
private void drawRightDownGroud(Graphics g)
{
tickArgment(downGroud);
drawRightRole(g,roleBase);
}
private void drawLeftFlick(Graphics g)
{
tickArgmentMirror(flick);
drawLeftRole(g,roleBase);
}
private void drawRightFlick(Graphics g)
{
tickArgment(flick);
drawRightRole(g,roleBase);
}
private void drawAirBackLeftHit(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgment(air_con_bruise,(byte)3);
drawRightRole(g,roleBase);
}
private void drawAirBackRightHit(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgmentMirror(air_con_bruise,(byte)3);
drawLeftRole(g,roleBase);
}
private void drawBackLeftLightHit(Graphics g)
{
tickArgment(con_bruise,(byte)3);
drawRightRole(g,roleBase);
}
private void drawBackRightLightHit(Graphics g)
{
tickArgmentMirror(con_bruise,(byte)3);
drawLeftRole(g,roleBase);
}
private void drawLeftLightHit(Graphics g)
{
tickArgmentMirror(bruise,(byte)3);
drawLeftRole(g,roleBase);
}
private void drawRightLightHit(Graphics g)
{
tickArgment(bruise,(byte)3);
drawRightRole(g,roleBase);
}
private void drawLeftJumpAtt(Graphics g)
{
tickArgmentMirror(jumpAtt);
drawLeftRole(g,attRole);
}
private void drawRightJumpAtt(Graphics g)
{
tickArgment(jumpAtt);
drawRightRole(g,attRole);
}
private void drawLeftDownPlAtt(Graphics g)
{
tickArgmentMirror(downPlAtt);
drawLeftRole(g,attRole);
}
private void drawRightDownPlAtt(Graphics g)
{
tickArgment(downPlAtt);
drawRightRole(g,attRole);
}
private void drawLeftJump(Graphics g)
{
tickArgmentMirror(jump);
drawLeftRole(g,roleBase);
}
private void drawRihgtJump(Graphics g)
{
tickArgment(jump);
drawRightRole(g,roleBase);
}
private void drawLeftOriJump(Graphics g)
{
tickArgmentMirror(orgJump);
drawLeftRole(g,roleBase);
}
private void drawRightOriJump(Graphics g)
{
tickArgment(orgJump);
drawRightRole(g,roleBase);
}
private void drawLeftStartDrop(Graphics g)
{
tickArgmentMirror(startDrop);
drawLeftRole(g,roleBase);
}
private void drawRightStartDrop(Graphics g)
{
tickArgment(startDrop);
drawRightRole(g,roleBase);
}
private void drawLeftGroud(Graphics g)//落地?忘了。。。汗
{
tickArgmentMirror(group);
drawLeftRole(g,roleBase);
}
private void drawRightGroud(Graphics g)
{
tickArgment(group);
drawRightRole(g,roleBase);
}
private void drawLeftDroping(Graphics g)//持续下落
{
tickArgmentMirror(droping);
drawLeftRole(g,roleBase);
}
private void drawRightDroping(Graphics g)
{
tickArgment(droping);
drawRightRole(g,roleBase);
}
private void drawLeftPlAtt(Graphics g)
{
tickArgmentMirror(paAtt,(byte)1);
drawLeftRole(g,attRole);
}
private void drawRihgtPlAtt(Graphics g)
{
tickArgment(paAtt,(byte)1);
drawRightRole(g,attRole);
}
private void drawRTOL(Graphics g)
{
tickArgment(rToL);
drawRightRole(g,roleBase);
}
private void drawLTOR(Graphics g)
{
tickArgmentMirror(rToL);
drawLeftRole(g,roleBase);
}
private void drawRightWentDown(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgment(wentDown);
drawRightRole(g,roleBase);
}
private void drawLeftWentDown(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgmentMirror(wentDown);
drawLeftRole(g,roleBase);
}
private void drawLeftReadyMagic(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgmentMirror(readyMagic);
drawLeftRole(g,roleBase);
}
private void drawRightReadyMagic(Graphics g)
{
if((frame+1)==maxFrame)
{
frame = (byte)(maxFrame-1);
stateSpeed = 0;
}
tickArgment(readyMagic);
drawRightRole(g,roleBase);
}
private void drawLeftStand(Graphics g)
{
tickArgmentMirror(stand,(byte)4);
drawLeftRole(g,roleBase);
}
private void drawRightStand(Graphics g)
{
tickArgment(stand,(byte)4);
drawRightRole(g,roleBase);
}
private void drawLeftWalk(Graphics g)
{
tickArgmentMirror(walk);
drawLeftRole(g,roleBase);
}
private void drawRightWalk(Graphics g)
{
tickArgment(walk);
drawRightRole(g,roleBase);
}
private void drawLeftStop(Graphics g)//向右走停下
{
tickArgmentMirror(stop);
drawLeftRole(g,roleBase);
}
private void drawRightStop(Graphics g)
{
tickArgment(stop);
drawRightRole(g,roleBase);
}
public byte getFrame()
{
return frame;
}
public byte getMaxFrame()
{
return maxFrame;
}
public byte getMaxFrame(byte state)
{
return actionFrame[state];
}
}
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