📄 gameupdate.java
字号:
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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