⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 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
字号:
                gs.ms1.RollState = false;
                gs.ms1.TickCount = 0;
            }
        }
        //2
        if(gs.ms2.FreezeState && gs.ms2.RollState){
            if(gs.ms2.collidesWith(gs.ms1,false) && gs.ms1.State){
                if(gs.ms1.FreezeState){
                      gs.ms1.RollState = true;
                 }
                else{
                    gs.ms1.State = false;
                    gs.ms1.DrawState = false;
                    gs.gp.GoodsState = true;
                    gs.gp.GoodsDisplay(gs.ms1.x ,gs.ms1.y );  
                    gs.gp.Scores += 400;
                    gs.gp.TempScores += 400; 
   
                }
            }
            
            if(gs.ms2.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.ms2.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.ms2.collidesWith(gs.boss,false) && gs.boss.State && gs.ms2.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.ms2.State = false;
                    gs.ms2.DrawState = false;
                }  
            }
            gs.ms2.TickCount++;//计数器
            
            if( gs.ms2.TickCount > 100 ){
                gs.ms2.State = false;
                gs.ms2.DrawState = false;
                gs.ms2.FreezeState = false;
                gs.ms2.RollState = false;
                gs.ms2.TickCount = 0;
            }
        }
        //3
        if(gs.ms3.FreezeState && gs.ms3.RollState){
            if(gs.ms3.collidesWith(gs.ms1,false) && gs.ms1.State){
                 if(gs.ms1.FreezeState){
                    gs.ms1.RollState = true;
                }
                else{
                    gs.ms1.State = false;
                    gs.ms1.DrawState = false;
                    gs.gp.GoodsState = true;
                    gs.gp.GoodsDisplay(gs.ms1.x ,gs.ms1.y ); 
                    gs.gp.Scores += 400;
                    gs.gp.TempScores += 400; 

                }                
            }
            
            if(gs.ms3.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.ms3.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.ms3.collidesWith(gs.boss,false) && gs.boss.State && gs.ms3.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.ms3.State = false;
                    gs.ms3.DrawState = false;
                }  
            }
            gs.ms3.TickCount++;//计数器
            
            if( gs.ms3.TickCount > 100 ){
                gs.ms3.State = false;
                gs.ms3.DrawState = false;
                gs.ms3.FreezeState = false;
                gs.ms3.RollState = false;
                gs.ms3.TickCount = 0;
            }
        }
        //4
        if(gs.ms4.FreezeState && gs.ms4.RollState){
            if(gs.ms4.collidesWith(gs.ms1,false) && gs.ms1.State){
                 if(gs.ms1.FreezeState){
                    gs.ms1.RollState = true;
                }
                else{
                    gs.ms1.State = false;
                    gs.ms1.DrawState = false;
                    gs.gp.GoodsState = true;
                    gs.gp.GoodsDisplay(gs.ms1.x ,gs.ms1.y); 
                    gs.gp.Scores += 400;
                    gs.gp.TempScores += 400; 

                } 
            } 
           
            if(gs.ms4.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.ms4.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; 
                } 
            }
            
            //与BOSS碰撞
         if(gs.gl.getShareLevel() == 4){//BOSS关
            if(gs.ms4.collidesWith(gs.boss,false) && gs.boss.State && gs.ms4.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.ms4.State = false;
                gs.ms4.DrawState = false;
            }  
         }  
            gs.ms4.TickCount++;//计数器
            
            if( gs.ms4.TickCount > 100 ){
                gs.ms4.State = false;
                gs.ms4.DrawState = false;
                gs.ms4.FreezeState = false;
                gs.ms4.RollState = false;
                gs.ms4.TickCount = 0;
            }
        }
        
        //BOSS
        if(gs.gl.getShareLevel() == 4){//BOSS关
            if(gs.boss.State){
                if( gs.boss.collidesWith(gs.gp,false) && gs.gp.State ){//与英雄碰撞
                    //英雄状态改变
                    gs.gp.State = false;
                    gs.gp.DrawState = false;
                    //子弹状态改变
                    gs.ball.State = false;
                    gs.ball.DrawState = false;
                
                    //游戏参数变化
                    if(0 == gs.gp.LifeNum){//游戏结束
                        gs.gp.GameOver = true;
                    }
                    else{//英雄复活
                        gs.gp.LifeNum--;
                        gs.gp.State = false;
                        gs.gp.HeroRelive = true;
                    } 
                }
            
                if( gs.boss.collidesWith(gs.ball,false) && gs.ball.State){//与子弹碰撞
                    gs.boss.Blood -= 5; 
                    if(0 == gs.boss.Blood){
                        gs.boss.State = false;
                        gs.boss.DrawState = false;
                        gs.gp.Scores += 1000;
                        gs.gp.TempScores += 1000; 
                    }
                    //子弹状态改变
                    gs.ball.State = false;
                    gs.ball.DrawState = false;     
                }
            }
        }
    }   
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -