📄 gameupdate.java
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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;
}
}
}
}
}
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