📄 gamecanvas.java
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}
if(BOSSBK_x > -176)
{
if(Player_x < 90)
{
if(Player_x+47 < BOSS_x)
{
Player_x += Player_Speed;
}
else if(Player_x+22 > BOSS_x+4)
{
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 = -176;
if(Player_x < 128)
{
if(Player_x+47 < BOSS_x)
{
Player_x += Player_Speed;
}
else if(Player_x+22 > BOSS_x+4)
{
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 -5: //攻击
Player_ZTime = 0;
Zhongqiang_Num = 0;
if(Is_Act_Or_Kan)
{
if(Is_Left_Or_Right)
{
if((Player_x-BOSS_x) < 13 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && (BOSS_x-Player_x) < 18)
{
Beigongji_Time = 0;
BOSS_Mode = 5;
Gongji_Num++;
if(Gongji_Num > 2)
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
Is_BOSS_Left_Or_Right = false;
if(Player_Wrath < 62)
{
Player_Wrath += 1;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood -= 1;
BOSS_Blood_x += 1;
BOSS_x -= 2;
if(Player_Nowframe<Player_Action[2].length-1)
{
if(Act_Time < 5)
{
Player_Nowframe++;
Act_Time = 0;
}
else
{
Player_Nowframe = 0;
Act_Time = 0;
}
}
else
{
Player_Nowframe=0;
}
}
else
{
Player_Nowframe=0;
}
}
else
{
if(Player_x+47 > BOSS_x-15 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && Player_x+22 < BOSS_x-12)
{
Beigongji_Time = 0;
BOSS_Mode = 5;
Gongji_Num++;
if(Gongji_Num > 2)
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
Is_BOSS_Left_Or_Right = true;
if(Player_Wrath < 62)
{
Player_Wrath += 1;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood -= 1;
BOSS_Blood_x += 1;
BOSS_x += 2;
if(Player_Nowframe<Player_Action[2].length-1)
{
if(Act_Time < 5)
{
Player_Nowframe++;
Act_Time = 0;
}
else
{
Player_Nowframe = 0;
Act_Time = 0;
}
}
else
{
Player_Nowframe=0;
}
}
else
{
Player_Nowframe=0;
}
}
if(Key_Time > 1)
{
Player_Act = 0;
Player_Direction = 0;
}
Player_Frames = Player_Action[2][Player_Nowframe];
}
else
{
Gongji_Num = 0;
if(Is_Left_Or_Right)
{
if((Player_x-BOSS_x) < 13 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && (BOSS_x-Player_x) < 18)
{
if(Player_Wrath < 62)
{
Player_Wrath += 2;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood -= 4;
BOSS_Blood_x += 4;
Player_x -= 2;
Is_BOSS_Left_Or_Right = false;
BOSS_Mode = 8;
Now_BOSS_x = BOSS_x;
}
}
else
{
if(Player_x+88 > BOSS_x-15 && Math.abs((Player_y+48)-(BOSS_y+33)) < 6 && Player_x+30 < BOSS_x-12)
{
if(Player_Wrath < 62)
{
Player_Wrath += 5;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood -= 4;
BOSS_Blood_x += 4;
Player_x += 2;
Is_BOSS_Left_Or_Right = true;
BOSS_Mode = 8;
Now_BOSS_x = BOSS_x;
}
}
if(Key_Time > 1)
{
Player_Act = 0;
Player_Direction = 0;
}
}
break;
case 51: //开枪
if(Player_Bullet > 0)
{
Player_ZTime = 0;
Gongji_Num = 0;
Player_Bullet--;
if(BOSS_Mode != 7 && BOSS_Mode != 3 && BOSS_Mode != 6)
{
if(Is_Left_Or_Right)
{
Is_BOSS_Left_Or_Right = false;
if(BOSS_x+16 < Player_x+30)
{
Zhongqiang_Num++;
if(Zhongqiang_Num > 3)
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
if(Player_Wrath < 62)
{
Player_Wrath += 2;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood--;
BOSS_Blood_x++;
if((Player_y+48)-(BOSS_y+33) > 9)
{
Player_Nowframe = 0;
}
else if(Math.abs((Player_y+48)-(BOSS_y+33)) < 10)
{
Player_Nowframe = 1;
}
else
{
Player_Nowframe = 2;
}
Player_Frames = Player_Action[4][Player_Nowframe];
}
else
{
Player_Frames = Player_Action[4][1];
}
}
else
{
Is_BOSS_Left_Or_Right = true;
if(Player_x+32 < BOSS_x)
{
Zhongqiang_Num++;
if(Zhongqiang_Num > 3)
{
BOSS_Mode = 3;
Now_BOSS_y = BOSS_y;
}
if(Player_Wrath < 62)
{
Player_Wrath += 2;
}
else
{
Player_Wrath = 62;
}
BOSS_Blood--;
BOSS_Blood_x++;
if((Player_y+48)-(BOSS_y+33) > 9)
{
Player_Nowframe = 0;
}
else if(Math.abs((Player_y+48)-(BOSS_y+33)) < 10)
{
Player_Nowframe = 1;
}
else
{
Player_Nowframe = 2;
}
Player_Frames = Player_Action[4][Player_Nowframe];
}
else
{
Player_Frames = Player_Action[4][1];
}
}
}
else
{
if((Player_y+48)-(BOSS_y+33) > 9)
{
Player_Nowframe = 0;
}
else if(Math.abs((Player_y+48)-(BOSS_y+33)) < 10)
{
Player_Nowframe = 1;
}
else
{
Player_Nowframe = 2;
}
Player_Frames = Player_Action[4][Player_Nowframe];
}
}
else
{
Player_Act = 0;
Player_Direction = 0;
Player_Frames = Player_Action[0][0];
}
if(Key_Time > 1)
{
Player_Act = 0;
Player_Direction = 0;
}
break;
case 57:
Zhongqiang_Num = 0;
Gongji_Num = 0;
Player_ZTime = 0;
if(Player_Wrath != 62)
{
Player_Act = 0;
Player_Direction = 0;
}
if(Player_Wrath == 62)
{
if(Power_Time < 11)
{
Power_Time++;
}
if(Power_Time > 10)
{
BOSS_Blood -= 58;
BOSS_Blood_x += 58;
Player_Direction = 0;
Power_Time = 0;
Player_Wrath = 0;
}
}
break;
case 50:
Gongji_Num = 0;
Zhongqiang_Num = 0;
if(Player_Serum > 0 && !Is_Chiyao)
{
Is_Chiyao = true;
Player_Serum--;
if(Player_Blood < 62)
{
Player_Blood += 15;
}
if(Player_Blood > 62)
{
Player_Blood = 62;
}
}
else
{
Player_Act = 0;
Player_Direction = 0;
Player_Frames = Player_Action[0][0];
}
break;
case 0:
Player_ZTime++;
if(Player_ZTime > 20)
{
Blood_Time++;
if(Blood_Time > 10)
{
switch(Blood_Num)
{
case 0:
if(Player_Blood < 62)
{
Player_Blood++;
}
break;
case 1:
if(Player_Blood < 46)
{
Player_Blood++;
}
break;
case 2:
if(Player_Blood < 30)
{
Player_Blood++;
}
break;
case 3:
if(Player_Blood < 14)
{
Player_Blood++;
}
break;
}
Blood_Time = 0;
}
}
break;
}
}
else
{
Player_Frames = Player_Action[5][Player_Nowframe];
}
// System.out.println("Key_Time = "+Key_Time);
// System.out.println("Act_Time = "+Act_Time);
// System.out.println("Kan_Time = "+Kan_Time);
// System.out.println("Player_Nowframe = "+Player_Nowframe);
// System.out.println("Player_Direction = "+Player_Direction);
// System.out.println("Player_Act = "+Player_Act);
// System.out.println("Run_Time = "+Run_Time);
// System.out.println("Player_Speed = "+Player_Speed);
}
//所有控制主角动作的时间计算
protected void AllTime()
{
if(Is_Run)
{
Run_Time++;
}
if(Is_Act)
{
Act_Time++;
}
if(Is_KeyDown)
{
Key_Time++;
}
if(Enemy_Create_Time < 31)
{
Enemy_Create_Time++;
}
else
{
Enemy_Create_Time = 0;
}
if(Player_Act != 5)
if(Player_Blood <= 0)
{
Now_BOSS_y = BOSS_y;
Player_Act = 5;
BOSS_Mode = 10;
}
if(Player_Blood > 46)
{
Blood_Num = 0;
}
else if(Player_Blood > 30 && Player_Blood <= 46)
{
Blood_Num = 1;
}
else if(Player_Blood > 14 && Player_Blood <= 30)
{
Blood_Num = 2;
}
else if(Player_Blood > 0 && Player_Blood <= 14)
{
Blood_Num = 3;
}
Huoyan_Time++;
if(Huoyan_Time > 6)
{
Huoyan_Time = 0;
}
}
//主角的速度
protected void PlayerSpeed()
{
switch(Player_Act)
{
case 0: //站立
Player_Speed = 0;
break;
case 1: //跑
Player_Speed = 4;
break;
case 2: //攻击
Player_Speed = 0;
break;
case 3: //走
Player_Speed = 2;
break;
case 4: //开枪
Player_Speed = 0;
break;
case 5: //死亡
Player_Speed = 0;
break;
}
}
//主角状态
protected void PlayerStatus()
{
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
Player_ZTime = 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 > 90)
{
Player_y -= Player_Speed;
}
if(Player_Nowframe<Player_Action[Player_Act].length-1)
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