📄 gamecanvas.java
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BOSS_Yingzi_Hight = 8;
break;
case 2: //向右移动
Is_BOSS_Left_Or_Right = false;
if((Player_x-BOSS_x) > 4)
{
BOSS_Act = 1;
BOSS_x += BOSS_Speed;
BOSS_Random = Math.abs(R.nextInt()%100);
if(BOSS_Random < 95)
{
BOSS_Mode = 2;
}
else
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
}
else
{
if(Math.abs((Player_y+48)-(BOSS_y+33)) < 6)
{
BOSS_Mode = 4;
}
}
if((Player_y+48)-(BOSS_y+33) > 5)
{
BOSS_y += BOSS_Speed;
}
if((Player_y+48)-(BOSS_y+33) < -5)
{
BOSS_y -= BOSS_Speed;
}
if(BOSS_Nowframe < BOSS_Action[BOSS_Act].length-1)
{
BOSS_Nowframe++;
}
else
{
BOSS_Nowframe=0;
}
BOSS_Frames = BOSS_Action[BOSS_Act][BOSS_Nowframe];
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
break;
case 3: //悬浮+俯冲+冲击
if(BOSS_y > Now_BOSS_y-66)
{
BOSS_y -= 22;
}
else
{
BOSS_Mode = 6;
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[3][0];
break;
case 4: //普通攻击
BOSS_Act = 4;
if(BOSS_Nowframe > 14)
{
if(BOSSAct_Nowframe < BOSSAct_Action[BOSSAct_Act].length-1)
{
BOSSAct_Nowframe++;
}
else
{
BOSSAct_Nowframe=0;
}
BOSSAct_Frames = BOSSAct_Action[BOSSAct_Act][BOSSAct_Nowframe];
if((BOSSAct_Nowframe+1)%4 == 0)
{
if(Is_BOSS_Left_Or_Right)
{
if(BOSS_x-Player_x < 58 && BOSS_x-Player_x > 30 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6)
{
Player_Blood -= 4;
Player_x -= 2;
Player_Act = 0;
Player_Direction = 0;
Now_Direction = 0;
Player_Nowframe = 0;
}
}
else
{
if(Player_x-BOSS_x < 16 && Player_x-BOSS_x > -12 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6)
{
Player_Blood -= 4;
Player_x += 2;
Player_Act = 0;
Player_Direction = 0;
Now_Direction = 0;
Player_Nowframe = 0;
}
}
}
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
if(BOSS_Nowframe < BOSS_Action[BOSS_Act].length-1)
{
BOSS_Nowframe++;
}
else
{
BOSS_Nowframe=0;
BOSS_Random = Math.abs(R.nextInt()%100);
if(BOSS_Random < 95)
{
if((BOSS_x-Player_x) < 12)
{
BOSS_Mode = 2;
}
else
{
BOSS_Mode = 1;
}
}
else
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
}
BOSS_Frames = BOSS_Action[BOSS_Act][BOSS_Nowframe];
break;
case 5: //被攻击
Beigongji_Time++;
if(Beigongji_Time > 5)
{
BOSS_Mode = 0;
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[5][0];
break;
case 6:
if(BOSS_y < Now_BOSS_y)
{
BOSS_y += 33;
if(Is_BOSS_Left_Or_Right)
{
BOSS_x -= 6;
}
else
{
BOSS_x += 6;
}
}
else
{
BOSS_Mode = 7;
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[3][0];
break;
case 7:
if(Is_BOSS_Left_Or_Right)
{
if(BOSS_x > 25)
{
BOSS_x -= 18;
if((BOSS_x-Player_x) > 8 && (BOSS_x-Player_x) < 66 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && !Is_Shifoudazhong)
{
Player_Blood -= 16;
Player_x -= 7;
Is_Shifoudazhong = true;
}
}
else
{
Is_Shifoudazhong = false;
BOSS_Nowframe=0;
BOSS_Random = Math.abs(R.nextInt()%100);
if(BOSS_Random < 95)
{
if((BOSS_x-Player_x) < 12)
{
BOSS_Mode = 2;
}
else
{
BOSS_Mode = 1;
}
}
else
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
}
}
else
{
if(BOSS_x < 130)
{
BOSS_x += 18;
if((Player_x-BOSS_x) < 14 && (Player_x-BOSS_x) > -44 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && !Is_Shifoudazhong)
{
Player_Blood -= 16;
Player_x += 7;
Is_Shifoudazhong = true;
}
}
else
{
Is_Shifoudazhong = false;
BOSS_Nowframe=0;
Zhongqiang_Num = 0;
BOSS_Random = Math.abs(R.nextInt()%100);
if(BOSS_Random < 95)
{
if((BOSS_x-Player_x) < 12)
{
BOSS_Mode = 2;
}
else
{
BOSS_Mode = 1;
}
}
else
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
}
}
BOSS_Yingzi_x = BOSS_x + 4;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 15;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[7][0];
break;
case 8:
if(Is_BOSS_Left_Or_Right)
{
if(BOSS_x < Now_BOSS_x+42)
{
BOSS_x += 4;
}
else
{
BOSS_Mode = 7;
}
}
else
{
if(BOSS_x > Now_BOSS_x-42)
{
BOSS_x -= 4;
}
else
{
BOSS_Mode = 7;
}
}
BOSS_Yingzi_x = BOSS_x + 4;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 15;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[5][0];
break;
case 10:
if(BOSS_y > Now_BOSS_y-66)
{
BOSS_y -= 1;
}
else
{
BOSS_Mode = 11;
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[3][0];
break;
case 11:
BOSS_y_Time++;
Fly_Time++;
if(Fly_Time > 100)
{
if(Player_Act != 5)
{
BOSS_Mode = 13;
}
}
if(BOSS_y_Time > 19)
{
BOSS_y_Time = 0;
}
if(BOSS_y_Time < 10)
{
if(BOSS_y_Time % 2 == 0)
{
BOSS_y++;
}
}
else
{
if(BOSS_y_Time % 2 == 0)
{
BOSS_y--;
}
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[3][0];
break;
case 12:
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[3][0];
break;
case 13:
if(BOSS_y < Now_BOSS_y)
{
BOSS_y++;
}
else
{
BOSS_Mode = 0;
Is_Bianshen = false;
}
BOSS_Yingzi_x = BOSS_x + 5;
BOSS_Yingzi_y = Now_BOSS_y + 26;
BOSS_Yingzi_Width = 13;
BOSS_Yingzi_Hight = 8;
BOSS_Frames = BOSS_Action[9][0];
break;
case 14:
break;
case 88: //死亡
if(BOSSSiwang_Nowframe < BOSSSiwang_Action[0].length-1)
{
BOSSSiwang_Nowframe++;
if(BOSSSiwang_Nowframe < 16)
{
BOSS_Yingzi_x = BOSS_x + 3;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 9;
BOSS_Yingzi_Hight = 8;
}
else
{
BOSS_Yingzi_x = BOSS_x;
BOSS_Yingzi_y = BOSS_y + 26;
BOSS_Yingzi_Width = 3;
BOSS_Yingzi_Hight = 8;
}
}
else
{
Is_BOSSSiwang = true;
}
BOSSSiwang_Frames = BOSSSiwang_Action[0][BOSSSiwang_Nowframe];
break;
}
}
//打BOSS时的主角状态
protected void PlayerStatus1()
{
if(Player_Act != 5)
{
switch(Player_Direction)
{
case 49: //上
Player_Direction = -1;
break;
case 55: //下
Player_Direction = -2;
break;
case 52: //左
Player_Direction = -3;
break;
case 53: //右
Player_Direction = -4;
break;
case 54: //攻击
Player_Direction = -5;
break;
}
if(Key_Time > 1 && Player_Direction == -5)
{
Player_Act = 0;
Player_Direction = 0;
}
switch(Player_Direction)
{
case -1: //上
Gongji_Num = 0;
Player_ZTime = 0;
Zhongqiang_Num = 0;
if(Now_Direction == -1 && Run_Time < 4)
{
Is_Walk_Or_Run = false;
}
if(Is_Walk_Or_Run)
{
Player_Act = 3;
}
else
{
Player_Act = 1;
}
if(Player_y > 95)
{
Player_y -= Player_Speed;
}
if(Player_Nowframe<Player_Action[Player_Act].length-1)
{
Player_Nowframe++;
}
else
{
Player_Nowframe=0;
}
Player_Frames = Player_Action[Player_Act][Player_Nowframe];
break;
case -2: //下
Gongji_Num = 0;
Player_ZTime = 0;
Zhongqiang_Num = 0;
if(Now_Direction == -2 && Run_Time < 4)
{
Is_Walk_Or_Run = false;
}
if(Is_Walk_Or_Run)
{
Player_Act = 3;
}
else
{
Player_Act = 1;
}
if(Player_y < 128)
{
Player_y += Player_Speed;
}
if(Player_Nowframe<Player_Action[Player_Act].length-1)
{
Player_Nowframe++;
}
else
{
Player_Nowframe=0;
}
Player_Frames = Player_Action[Player_Act][Player_Nowframe];
break;
case -3: //左
Gongji_Num = 0;
Player_ZTime = 0;
Zhongqiang_Num = 0;
Is_Left_Or_Right = true;
if(Now_Direction == -3 && Run_Time < 4)
{
Is_Walk_Or_Run = false;
}
if(Is_Walk_Or_Run)
{
Player_Act = 3;
}
else
{
Player_Act = 1;
}
if(BOSSBK_x < 0)
{
if(Player_x > 16)
{
if(Player_x+22 > BOSS_x+21)
{
Player_x -= Player_Speed;
}
else if(Player_x+47 < BOSS_x+17)
{
Player_x -= Player_Speed;
}
else
{
if(Math.abs((Player_y+48)-(BOSS_y+33)) > 5)
{
Player_x -= Player_Speed;
}
}
}
else
{
BOSSBK_x += Player_Speed;
BOSS_x += Player_Speed;
Skull_x1 += Player_Speed;
Skull_x2 += Player_Speed;
}
}
else
{
BOSSBK_x = 0;
if(Player_x > -22)
{
if(Player_x+22 > BOSS_x+21)
{
Player_x -= Player_Speed;
}
else if(Player_x+47 < BOSS_x+17)
{
Player_x -= Player_Speed;
}
else
{
if(Math.abs((Player_y+48)-(BOSS_y+33)) > 5)
{
Player_x -= Player_Speed;
}
}
}
}
if(Player_Nowframe<Player_Action[Player_Act].length-1)
{
Player_Nowframe++;
}
else
{
Player_Nowframe=0;
}
Player_Frames = Player_Action[Player_Act][Player_Nowframe];
break;
case -4: //右
Gongji_Num = 0;
Player_ZTime = 0;
Zhongqiang_Num = 0;
Is_Left_Or_Right = false;
if(Now_Direction == -4 && Run_Time < 4)
{
Is_Walk_Or_Run = false;
}
if(Is_Walk_Or_Run)
{
Player_Act = 3;
}
else
{
Player_Act = 1;
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