📄 npcsprite.java
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package enemy;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class NPCSprite extends Sprite {
public static final int NPC_CANON1 = 1;
public static final int NPC_CANON2 = 2;
public static final int NPC_CANON3 = 3;
public static final int NPC_FLYER1 = 4;
public static final int NPC_FLYER2 = 5;
public static final int NPC_FLYER3 = 6;
public static final int NPC_FLYER4 = 7;
public static final int NPC_TANK1 = 8;
public static final int NPC_TANK2 = 9;
int npcType;
int scnWidth, scnHeight;
private int mDirection;
private int mKX, mKY;
private int mLastDelta;
private boolean mLastWasTurn;
static final int SPC = 6;
boolean firing;
int firingDelay = 500;
long timeLastFired;
int frameOffset;
private static final int[] kTransformLookup = { Sprite.TRANS_NONE,
Sprite.TRANS_NONE, Sprite.TRANS_NONE, Sprite.TRANS_MIRROR_ROT90,
Sprite.TRANS_ROT90, Sprite.TRANS_ROT90, Sprite.TRANS_ROT90,
Sprite.TRANS_MIRROR_ROT180, Sprite.TRANS_ROT180,
Sprite.TRANS_ROT180, Sprite.TRANS_ROT180,
Sprite.TRANS_MIRROR_ROT270, Sprite.TRANS_ROT270,
Sprite.TRANS_ROT270, Sprite.TRANS_ROT270, Sprite.TRANS_MIRROR };
private static final int[] kFrameLookup = { 0, 1, 2, 1, 0, 1, 2, 1, 0, 1,
2, 1, 0, 1, 2, 1 };
private static final int[] kCosLookup = { 0, 383, 707, 924, 1000, 924, 707,
383, 0, -383, -707, -924, -1000, -924, -707, -383 };
private static final int[] kSinLookup = { 1000, 924, 707, 383, 0, -383,
-707, -924, -1000, -924, -707, -383, 0, 383, 707, 924 };
public NPCSprite(Image image, int frameWidth, int frameHeight, int npcType,
int scnWidth, int scnHeight) {
super(image, frameWidth, frameHeight);
defineReferencePixel(frameWidth / 2, frameHeight / 2);
mDirection = 0;
this.npcType = npcType;
this.scnWidth = scnWidth;
this.scnHeight = scnHeight;
// Hack 1:1 relation to the PNG file 3 frames of cannons first then a
// flyer... as we add more NPCs
// this switch needs to be updated accordingly
switch (npcType) {
case NPC_CANON1:
this.frameOffset = 0;
this.setFrame(0);
break;
case NPC_CANON2:
this.frameOffset = 3;
this.setFrame(3);
break;
case NPC_CANON3:
this.frameOffset = 6;
this.setFrame(6);
break;
case NPC_FLYER1:
this.frameOffset = 9;
this.setFrame(9);
break;
case NPC_FLYER2:
this.frameOffset = 12;
this.setFrame(12);
break;
case NPC_FLYER3:
this.frameOffset = 15;
this.setFrame(15);
break;
case NPC_FLYER4:
this.frameOffset = 18;
this.setFrame(18);
break;
case NPC_TANK1:
this.frameOffset = 21;
this.setFrame(21);
break;
case NPC_TANK2:
this.frameOffset = 24;
this.setFrame(24);
break;
}
}
public int getMidX() {
return getX() + (getHeight() / 2);
}
public int getMidY() {
return getY() + (getWidth() / 2);
}
public void turn(int delta) {
mDirection += delta;
if (mDirection < 0)
mDirection += 16;
if (mDirection > 15)
mDirection %= 16;
setFrame(kFrameLookup[mDirection] + frameOffset);
setTransform(kTransformLookup[mDirection]);
mLastDelta = delta;
mLastWasTurn = true;
}
public void forward(int delta) {
fineMove(kCosLookup[mDirection] * delta, -kSinLookup[mDirection]
* delta);
mLastDelta = delta;
mLastWasTurn = false;
}
public void undo() {
if (mLastWasTurn)
turn(-mLastDelta);
else
forward(-mLastDelta);
}
private void fineMove(int kx, int ky) {
int x = getX();
int y = getY();
int errorX = Math.abs(mKX - x * 1000);
int errorY = Math.abs(mKY - y * 1000);
if (errorX > 1000 || errorY > 1000) {
mKX = x * 1000;
mKY = y * 1000;
}
// Now add the deltas.
mKX += kx;
mKY += ky;
// Set the actual position.
setPosition(mKX / 1000, mKY / 1000);
}
public Bullet fire(PlayerSprite player, Image bullets) throws Exception {
Bullet bullet = null;
if (getY() > 0 && getY() < scnHeight && !collidesWith(player, false)) {
int pDir = getPlayerDirection(player);
if (pDir == mDirection) {
long timeSinceLastFire = (System.currentTimeMillis() - timeLastFired);
if (!firing && timeSinceLastFire > firingDelay) {
bullet = new Bullet(bullets, 2, 2, Bullet.TYPE_NPC1_DAMAGE);
bullet.setPosition(getMidX(), getMidY());
bullet.setDirection(mDirection);
timeLastFired = System.currentTimeMillis();
} else {
firing = false;
}
} else if (pDir > mDirection) {
//pDir比mDirection超出太多,反转更合算
if (pDir - mDirection > 8)
turn(-1);
else
turn(1);
} else if (pDir < mDirection) {
if (mDirection - pDir < 8)
turn(-1);
else
turn(1);
}
}
return bullet;
}
// Major hack and magic numbers here, sorry I'll try and make this more
// readable later
private int getPlayerDirection(PlayerSprite player) {
// Beside the NPC
if (player.getMidY() <= (getMidY() + SPC)
&& player.getMidY() >= (getMidY() - SPC)) {
if (player.getX() < getX())
return 12;
else
return 4;
} else if (player.getMidX() >= getMidX() - SPC
&& player.getMidX() <= getMidX() + SPC) {
if (player.getY() > getY())
return 8;
else
return 0;
// Quad 4
} else if (player.getMidX() <= getMidX()
&& player.getMidY() <= getMidY()) {
int qC = quadCalc(player);
if (qC <= SPC)
return 14;
else if (Math.abs(player.getMidX() - getMidX()) > Math.abs(player
.getMidY()
- getMidY()))
return 13;
else
return 15;
// Quad 3
} else if (player.getMidX() <= getMidX()
&& player.getMidY() >= getMidY()) {
int qC = quadCalc(player);
if (qC <= SPC)
return 10;
else if (Math.abs(player.getMidX() - getMidX()) > Math.abs(player
.getY()
- getMidY()))
return 11;
else
return 9;
// Quad 2
} else if (player.getMidX() >= getMidX()
&& player.getMidY() >= getMidY()) {
int qC = quadCalc(player);
if (qC <= SPC)
return 6;
else if (Math.abs(player.getMidX() - getMidX()) > Math.abs(player
.getY()
- getMidY()))
return 5;
else
return 7;
// Quad 1
} else if (player.getMidX() >= getMidX()
&& player.getMidY() <= getMidY()) {
int qC = quadCalc(player);
if (qC <= 5)
return 2;
else if (Math.abs(player.getMidX() - getMidX()) > Math.abs(player
.getY()
- getMidY()))
return 3;
else
return 1;
}
// Should never reach here
return -1;
}
//x 坐标的差和y坐标的差 的差
private int quadCalc(PlayerSprite player) {
return Math.abs((Math.abs(player.getMidX() - getMidX()))
- (Math.abs(player.getMidY() - getMidY())));
}
}
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