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📄 gameupdate.java

📁 学习j2me写的,虽然在碰撞上处理的不好!但其中的技巧还是可以学习的1
💻 JAVA
📖 第 1 页 / 共 3 页
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                        break;                        
                          
                    case 3:  
                        gs.gm.changeMapData(2,3);
                        //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(176, 113, 0, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms2 = new Monster(0, 75, 1, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms3 = new Monster(40, 42, 0, gi.Monster5L, gi.Monster5R, 2,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(21, 150, 1, gi.Monster6L, gi.Monster6R, 3, 4,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家   
                        break;
                   
                    case 4://需要加BOSS
                        gs.gm.changeMapData(2,4);
                        //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(138, 158, 0, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms2 = new Monster(99, 119, 1, gi.Monster5L, gi.Monster5R, 2,4,gs.gp,gs.ball );
                        gs.ms3 = new Monster(157, 62, 1, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(140, 44, 0, gi.Monster6L, gi.Monster6R, 3, 4,gs.gp,gs.ball );
                         gs.boss = new Boss(100, 185, 0, gi.Boss2L, gi.Boss2R , 60 );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家    
                        om.Append(gs.boss); //玩家   
                        break;                         
                }break;
                       
              case 3://第三大关
                  switch(gs.gl.getShareLevel()){
                      case 1:
                        gs.gm.changeMapData(3,1);
                        //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(146, 54, 0, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(122, 95, 1, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms3 = new Monster(14, 94, 1, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(176, 185, 0, gi.Monster3L, gi.Monster3R, 2, 4,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家   
                        break;
                      
                      case 2:
                        gs.gm.changeMapData(3,2);
                       //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(101, 152, 0, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(65, 109, 1, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms3 = new Monster(3, 65, 1, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(173, 26, 0, gi.Monster6L, gi.Monster6R, 3, 4,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家   
                        break;
                     
                      case 3:
                        gs.gm.changeMapData(3,3);  
                       //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(15, 139, 1, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(165, 98, 0, gi.Monster3L, gi.Monster3R, 2,4,gs.gp,gs.ball );
                        gs.ms3 = new Monster(91, 64, 0, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(92, 35, 1, gi.Monster7L, gi.Monster7R, 4, 3,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家    
                        break;
                      
                      case 4://需要加BOSS
                        gs.gm.changeMapData(3,4);  
                       //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(176, 157, 0, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(5, 135, 1, gi.Monster7L, gi.Monster7R, 4,3,gs.gp,gs.ball );
                        gs.ms3 = new Monster(82, 89, 1, gi.Monster6L, gi.Monster6R, 3,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(75,50, 0, gi.Monster7L, gi.Monster7R, 4, 3,gs.gp,gs.ball );
                        gs.boss = new Boss(100, 185, 0, gi.Boss3L, gi.Boss3R , 80);
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家    
                        om.Append(gs.boss); //玩家   
                        break;
                         
               }break;
           
              case 4://第四大关
                  switch(gs.gl.getShareLevel()){
                      case 1:
                        gs.gm.changeMapData(4,1);
                       //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(69, 148, 1, gi.Monster8L, gi.Monster8R, 4,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(175, 109, 0, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms3 = new Monster(34, 72, 1, gi.Monster8L, gi.Monster8R, 4,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(75, 33, 0, gi.Monster4L, gi.Monster4R, 2, 3,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家   
                        break;
                      
                      case 2:
                        gs.gm.changeMapData(4,2);
                        //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(87, 156, 0, gi.Monster9L, gi.Monster9R, 5,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(50, 118, 0, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms3 = new Monster(105, 80, 1, gi.Monster8L, gi.Monster8R, 4,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(173, 44, 0, gi.Monster4L, gi.Monster4R, 2, 3,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家   
                        break;
                      
                      case 3: 
                         gs.gm.changeMapData(4,3);
                        //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(176, 185, 0, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms2 = new Monster(88, 154, 1, gi.Monster4L, gi.Monster4R, 2,3,gs.gp,gs.ball );
                        gs.ms3 = new Monster(75, 114, 1, gi.Monster9L, gi.Monster9R, 5,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(150, 78, 0, gi.Monster9L, gi.Monster9R, 5, 4,gs.gp,gs.ball );
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家    
                        break;
                      
                      case 4://需要加BOSS
                        gs.gm.changeMapData(4,4);
                       //向游戏对象管理器里添加对象
                        gs.ms1 = new Monster(80, 160, 1, gi.Monster9L, gi.Monster9R, 5,4,gs.gp,gs.ball );
                        gs.ms2 = new Monster(174, 120, 0, gi.Monster8L, gi.Monster8R, 4,4,gs.gp,gs.ball );
                        gs.ms3 = new Monster(76, 82, 0, gi.Monster9L, gi.Monster9R, 5,4,gs.gp,gs.ball );
                        gs.ms4 = new Monster(94, 45, 1, gi.Monster8L, gi.Monster8R, 4, 4,gs.gp,gs.ball );
                        gs.boss = new Boss(100, 185, 0, gi.Boss4L, gi.Boss4R , 100);
                        om.Append(gs.ms1); //玩家   
                        om.Append(gs.ms2); //玩家   
                        om.Append(gs.ms3); //玩家   
                        om.Append(gs.ms4); //玩家    
                        om.Append(gs.boss); //玩家   
                        break;                         
                  }break;
        } 
    }
    
  
   //重新加载游戏英雄GameNewHero()
    private void GameNewHero(){
        //向游戏对象管理器里添加对象  
        gs.gp =  new Hero(0, 185, 1, gi.PlayerL, gi.PlayerR);               
        om.Append(gs.gp);//玩家 
    }   
    
    //加载游戏子弹GameNewBall() 
    private void GameNewBall(){
        //向游戏对象管理器里添加对象    
        gs.ball =  new Ball(0, 0, 1, gi.BallL, gi.BallR);       
        om.Append(gs.ball);//子弹            
    }
       
    //过关更新
    private void GameNewLevel(){
        gs.gl.levelUpdate();
        gs.logicState = 0;
        gs.gp.HeroRelive();
        gs.ball.State = false;
        gs.ball.DrawState = false;  
        gs.gp.GoodsState = false;
    }
    
    //过关检测
    private boolean CheckLevel(){
        if(gs.gp.State){
            if(gs.gl.getShareLevel() == 4){
                if(!gs.ms1.State && !gs.ms2.State && !gs.ms3.State && !gs.ms4.State && !gs.boss.State){
                    return true;                
                }               
            }
            else
                if(!gs.ms1.State && !gs.ms2.State && !gs.ms3.State && !gs.ms4.State){
                return true;                
            } 
        }           
        return false;
    }
    
    //碰撞检测
    private void Check(){
        //1
        if(gs.ms1.FreezeState && gs.ms1.RollState){
            if(gs.ms1.collidesWith(gs.ms2,false) && gs.ms2.State){              
                 if(gs.ms2.FreezeState){
                      gs.ms2.RollState = true;
                 }
                 else{
                     gs.ms2.State = false;
                     gs.ms2.DrawState = false;
                     gs.gp.GoodsState = true;
                     gs.gp.GoodsDisplay(gs.ms2.x ,gs.ms2.y ); 
                     gs.gp.Scores += 400;
                     gs.gp.TempScores += 400; 
                }
            }
            
            if(gs.ms1.collidesWith(gs.ms3,false) && gs.ms3.State ){
                 if(gs.ms3.FreezeState){
                      gs.ms3.RollState = true;
                 }
                 else{
                     gs.ms3.State = false;
                     gs.ms3.DrawState = false;
                     gs.gp.GoodsState = true;
                     gs.gp.GoodsDisplay(gs.ms3.x ,gs.ms3.y ); 
                     gs.gp.Scores += 400;
                     gs.gp.TempScores += 400; 

                }                
            }
            
            if(gs.ms1.collidesWith(gs.ms4,false) && gs.ms4.State){
                 if(gs.ms4.FreezeState){
                      gs.ms4.RollState = true;
                 }
                 else{
                     gs.ms4.State = false;
                     gs.ms4.DrawState = false;
                     gs.gp.GoodsState = true;
                     gs.gp.GoodsDisplay(gs.ms4.x ,gs.ms4.y ); 
                     gs.gp.Scores += 400;
                     gs.gp.TempScores += 400; 
                }
            }  
            
            //与BOSS碰撞
            if(gs.gl.getShareLevel() == 4){//BOSS关
                if(gs.ms1.collidesWith(gs.boss,false) && gs.boss.State && gs.ms1.State ){
                    gs.boss.Blood -= 10; 
                    if(0 == gs.boss.Blood){
                        gs.boss.State = false;
                        gs.boss.DrawState = false;
                        gs.gp.Scores += 1000;
                        gs.gp.TempScores += 1000; 
                    }
                    gs.ms1.State = false;
                    gs.ms1.DrawState = false;
                }  
            }
            gs.ms1.TickCount++;//计数器
            
            if( gs.ms1.TickCount > 100 ){
                gs.ms1.State = false;
                gs.ms1.DrawState = false;
                gs.ms1.FreezeState = false;

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